/*\r
* wgamelist.c -- Game list window for WinBoard\r
*\r
- * Copyright 1995,2009 Free Software Foundation, Inc.\r
+ * Copyright 1995, 2009, 2010, 2011, 2012, 2013, 2014 Free Software Foundation, Inc.\r
+ *\r
+ * Enhancements Copyright 2005 Alessandro Scotti\r
*\r
* ------------------------------------------------------------------------\r
*\r
#include <dlgs.h>\r
\r
#include "common.h"\r
-#include "winboard.h"\r
#include "frontend.h"\r
#include "backend.h"\r
+#include "winboard.h"\r
\r
#include "wsnap.h"\r
-#include "wgamelist.h"\r
\r
-extern BoardSize boardSize;\r
+#define _(s) T_(s)\r
\r
/* Module globals */\r
-HWND gameListDialog = NULL;\r
-BOOLEAN gameListUp = FALSE;\r
-FILE* gameFile;\r
-char* gameFileName = NULL;\r
-\r
-/* Imports from winboard.c */\r
-extern HINSTANCE hInst;\r
-extern HWND hwndMain;\r
-extern WindowPlacement wpGameList;\r
+static BOOLEAN gameListUp = FALSE;\r
+static FILE* gameFile;\r
+static char* gameFileName = NULL;\r
\r
struct GameListStats\r
{\r
int unfinished;\r
};\r
\r
-/* [AS] Wildcard pattern matching */\r
-static BOOL HasPattern( const char * text, const char * pattern )\r
-{\r
- while( *pattern != '\0' ) {\r
- if( *pattern == '*' ) {\r
- while( *pattern == '*' ) {\r
- pattern++;\r
- }\r
-\r
- if( *pattern == '\0' ) {\r
- return TRUE;\r
- }\r
-\r
- while( *text != '\0' ) {\r
- if( HasPattern( text, pattern ) ) {\r
- return TRUE;\r
- }\r
- text++;\r
- }\r
- }\r
- else if( (*pattern == *text) || ((*pattern == '?') && (*text != '\0')) ) {\r
- pattern++;\r
- text++;\r
- continue;\r
- }\r
-\r
- return FALSE;\r
- }\r
-\r
- return TRUE;\r
-}\r
-\r
-static BOOL SearchPattern( const char * text, const char * pattern )\r
-{\r
- BOOL result = TRUE;\r
-\r
- if( pattern != NULL && *pattern != '\0' ) {\r
- if( *pattern == '*' ) {\r
- result = HasPattern( text, pattern );\r
- }\r
- else {\r
- result = FALSE;\r
-\r
- while( *text != '\0' ) {\r
- if( HasPattern( text, pattern ) ) {\r
- result = TRUE;\r
- break;\r
- }\r
- text++;\r
- }\r
- }\r
- }\r
-\r
- return result;\r
-}\r
-\r
/* [AS] Setup the game list according to the specified filter */\r
-static int GameListToListBox( HWND hDlg, BOOL boReset, char * pszFilter, struct GameListStats * stats )\r
+static int GameListToListBox( HWND hDlg, BOOL boReset, char * pszFilter, struct GameListStats * stats, BOOL byPos, BOOL narrow )\r
{\r
ListGame * lg = (ListGame *) gameList.head;\r
int nItem;\r
+ char buf[MSG_SIZ];\r
BOOL hasFilter = FALSE;\r
int count = 0;\r
struct GameListStats dummy;\r
\r
/* Initialize stats (use a dummy variable if caller not interested in them) */\r
- if( stats == NULL ) { \r
+ if( stats == NULL ) {\r
stats = &dummy;\r
}\r
\r
}\r
}\r
\r
+ if(byPos) InitSearch();\r
+\r
for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){\r
- char * st = GameListLine(lg->number, &lg->gameInfo);\r
+ char * st = NULL;\r
BOOL skip = FALSE;\r
+ int pos = -1;\r
\r
+ if(nItem % 2000 == 0) {\r
+ snprintf(buf, MSG_SIZ, _("Scanning through games (%d)"), nItem);\r
+ SetWindowText(hwndMain, buf);\r
+ }\r
+\r
+ if(!narrow || lg->position >= 0) {\r
if( hasFilter ) {\r
- if( ! SearchPattern( st, pszFilter ) ) {\r
- skip = TRUE;\r
- }\r
+ st = GameListLine(lg->number, &lg->gameInfo);\r
+ if( !SearchPattern( st, pszFilter) ) skip = TRUE;\r
+ }\r
+\r
+ if( !skip && byPos) {\r
+ if( (pos = GameContainsPosition(gameFile, lg)) < 0) skip = TRUE;\r
}\r
\r
if( ! skip ) {\r
+ if(!st) st = GameListLine(lg->number, &lg->gameInfo);\r
SendDlgItemMessage(hDlg, OPT_GameListText, LB_ADDSTRING, 0, (LPARAM) st);\r
count++;\r
\r
stats->drawn++;\r
else\r
stats->unfinished++;\r
+ if(!byPos) pos = 0;\r
}\r
+ }\r
\r
- free(st);\r
+ lg->position = pos;\r
+\r
+ if(st) free(st);\r
lg = (ListGame *) lg->node.succ;\r
}\r
\r
SendDlgItemMessage(hDlg, OPT_GameListText, LB_SETCURSEL, 0, 0);\r
+ SetWindowText(hwndMain, "WinBoard");\r
\r
return count;\r
}\r
{\r
char buf[256];\r
\r
- sprintf( buf, "%s - %d/%d games", pszTitle, item_count, item_total );\r
+ snprintf( buf, sizeof(buf)/sizeof(buf[0]),_("%s - %d/%d games"), pszTitle, item_count, item_total );\r
\r
if( stats != 0 ) {\r
sprintf( buf+strlen(buf), " (%d-%d-%d)", stats->white_wins, stats->black_wins, stats->drawn );\r
static SnapData sd;\r
\r
switch (message) {\r
- case WM_INITDIALOG: \r
+ case WM_INITDIALOG:\r
+ Translate(hDlg, DLG_GameList);\r
GetWindowText( hDlg, szDlgTitle, sizeof(szDlgTitle) );\r
szDlgTitle[ sizeof(szDlgTitle)-1 ] = '\0';\r
\r
hwndText = GetDlgItem(hDlg, OPT_TagsText);\r
\r
/* Set font */\r
- SendDlgItemMessage( hDlg, OPT_GameListText, WM_SETFONT, (WPARAM)font[boardSize][MOVEHISTORY_FONT]->hf, MAKELPARAM(TRUE, 0 ));\r
+ SendDlgItemMessage( hDlg, OPT_GameListText, WM_SETFONT, (WPARAM)font[boardSize][GAMELIST_FONT]->hf, MAKELPARAM(TRUE, 0 ));\r
\r
- count = GameListToListBox( hDlg, gameListDialog ? TRUE : FALSE, NULL, &stats );\r
+ count = GameListToListBox( hDlg, gameListDialog ? TRUE : FALSE, NULL, &stats, FALSE, FALSE );\r
\r
SendDlgItemMessage( hDlg, IDC_GameListFilter, WM_SETTEXT, 0, (LPARAM) "" );\r
SendDlgItemMessage( hDlg, IDC_GameListFilter, EM_SETLIMITTEXT, MAX_FILTER_LENGTH, 0 );\r
newSizeX, newSizeY);\r
sizeX = newSizeX;\r
sizeY = newSizeY;\r
- }\r
+ } else\r
+ GetActualPlacement( gameListDialog, &wpGameList );\r
\r
- GameListUpdateTitle( hDlg, szDlgTitle, count, ((ListGame *) gameList.tailPred)->number, &stats );\r
}\r
+ GameListUpdateTitle( hDlg, _("Game List"), count, ((ListGame *) gameList.tailPred)->number, &stats ); // [HGM] always update title\r
+ GameListHighlight(lastLoadGameNumber);\r
return FALSE;\r
- \r
+\r
case WM_SIZE:\r
newSizeX = LOWORD(lParam);\r
newSizeY = HIWORD(lParam);\r
\r
case WM_EXITSIZEMOVE:\r
return OnExitSizeMove( &sd, hDlg, wParam, lParam );\r
- \r
+\r
case WM_GETMINMAXINFO:\r
/* Prevent resizing window too small */\r
mmi = (MINMAXINFO *) lParam;\r
break;\r
\r
case WM_COMMAND:\r
- /* \r
+ /*\r
[AS]\r
If <Enter> is pressed while editing the filter, it's better to apply\r
the filter rather than selecting the current game.\r
/* [AS] End command replacement */\r
\r
switch (LOWORD(wParam)) {\r
- case IDOK:\r
case OPT_GameListLoad:\r
+ LoadOptionsPopup(hDlg);\r
+ return TRUE;\r
+ case IDOK:\r
nItem = SendDlgItemMessage(hDlg, OPT_GameListText, LB_GETCURSEL, 0, 0);\r
if (nItem < 0) {\r
/* is this possible? */\r
- DisplayError("No game selected", 0);\r
+ DisplayError(_("No game selected"), 0);\r
return TRUE;\r
}\r
break; /* load the game*/\r
- \r
+\r
case OPT_GameListNext:\r
nItem = SendDlgItemMessage(hDlg, OPT_GameListText, LB_GETCURSEL, 0, 0);\r
nItem++;\r
if (nItem >= ((ListGame *) gameList.tailPred)->number) {\r
/* [AS] Removed error message */\r
- /* DisplayError("Can't go forward any further", 0); */\r
+ /* DisplayError(_("Can't go forward any further"), 0); */\r
return TRUE;\r
}\r
SendDlgItemMessage(hDlg, OPT_GameListText, LB_SETCURSEL, nItem, 0);\r
break; /* load the game*/\r
- \r
+\r
case OPT_GameListPrev:\r
+#if 0\r
nItem = SendDlgItemMessage(hDlg, OPT_GameListText, LB_GETCURSEL, 0, 0);\r
nItem--;\r
if (nItem < 0) {\r
/* [AS] Removed error message, added return */\r
- /* DisplayError("Can't back up any further", 0); */\r
+ /* DisplayError(_("Can't back up any further"), 0); */\r
return TRUE;\r
}\r
SendDlgItemMessage(hDlg, OPT_GameListText, LB_SETCURSEL, nItem, 0);\r
break; /* load the game*/\r
-\r
+#endif\r
/* [AS] */\r
+ case OPT_GameListFind:\r
case IDC_GameListDoFilter:\r
{\r
char filter[MAX_FILTER_LENGTH+1];\r
- \r
+\r
if( GetDlgItemText( hDlg, IDC_GameListFilter, filter, sizeof(filter) ) >= 0 ) {\r
filter[ sizeof(filter)-1 ] = '\0';\r
- count = GameListToListBox( hDlg, TRUE, filter, &stats );\r
- GameListUpdateTitle( hDlg, szDlgTitle, count, ((ListGame *) gameList.tailPred)->number, &stats );\r
+ count = GameListToListBox( hDlg, TRUE, filter, &stats, LOWORD(wParam)!=IDC_GameListDoFilter, LOWORD(wParam)==OPT_GameListNarrow );\r
+ GameListUpdateTitle( hDlg, _("Game List"), count, ((ListGame *) gameList.tailPred)->number, &stats );\r
}\r
}\r
return FALSE;\r
case OPT_GameListClose:\r
GameListPopDown();\r
return TRUE;\r
- \r
+\r
case OPT_GameListText:\r
switch (HIWORD(wParam)) {\r
case LBN_DBLCLK:\r
nItem = SendMessage((HWND) lParam, LB_GETCURSEL, 0, 0);\r
break; /* load the game*/\r
- \r
+\r
default:\r
return FALSE;\r
}\r
}\r
else {\r
LoadGame(gameFile, nItem + 1, gameFileName, TRUE);\r
+ SetFocus(hwndMain); // [HGM] automatic focus switch\r
}\r
}\r
\r
VOID GameListPopUp(FILE *fp, char *filename)\r
{\r
FARPROC lpProc;\r
- \r
+\r
gameFile = fp;\r
if (gameFileName != filename) {\r
if (gameFileName) free(gameFileName);\r
if (gameListDialog) {\r
SendMessage(gameListDialog, WM_INITDIALOG, 0, 0);\r
if (!gameListUp) ShowWindow(gameListDialog, SW_SHOW);\r
+ else SetFocus(gameListDialog);\r
} else {\r
lpProc = MakeProcInstance((FARPROC)GameListDialog, hInst);\r
CreateDialog(hInst, MAKEINTRESOURCE(DLG_GameList),\r
gameListUp = TRUE;\r
}\r
\r
+FILE *GameFile()\r
+{\r
+ return gameFile;\r
+}\r
+\r
VOID GameListPopDown(void)\r
{\r
CheckMenuItem(GetMenu(hwndMain), IDM_ShowGameList, MF_UNCHECKED);\r
\r
VOID GameListHighlight(int index)\r
{\r
+ char buf[MSG_SIZ];\r
+ int i, res = 0;\r
if (gameListDialog == NULL) return;\r
- SendDlgItemMessage(gameListDialog, OPT_GameListText, \r
- LB_SETCURSEL, index - 1, 0);\r
+ for(i=0; res != LB_ERR; i++) {\r
+ res = SendDlgItemMessage( gameListDialog, OPT_GameListText, LB_GETTEXT, i, (LPARAM)buf );\r
+ if(index <= atoi( buf )) break;\r
+ }\r
+ SendDlgItemMessage(gameListDialog, OPT_GameListText,\r
+ LB_SETCURSEL, i, 0);\r
}\r
\r
\r
VOID ShowGameListProc()\r
{\r
if (gameListUp) {\r
- GameListPopDown();\r
+ if(gameListDialog) SetFocus(gameListDialog);\r
+// GameListPopDown();\r
} else {\r
if (gameFileName) {\r
GameListPopUp(gameFile, gameFileName);\r
} else {\r
- DisplayError("No game list", 0);\r
+ DisplayError(_("No game list"), 0);\r
}\r
}\r
}\r
DWORD dwLen = 0;\r
\r
if( ! gameFileName || ((ListGame *) gameList.tailPred)->number <= 0 ) {\r
- DisplayError("Game list not loaded or empty", 0);\r
+ DisplayError(_(_("Game list not loaded or empty")), 0);\r
return NULL;\r
}\r
\r