/*\r
* wgamelist.c -- Game list window for WinBoard\r
- * $Id$\r
+ * $Id: wgamelist.c,v 2.1 2003/10/27 19:21:02 mann Exp $
*\r
* Copyright 1995 Free Software Foundation, Inc.\r
*\r
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.\r
* ------------------------------------------------------------------------\r
*/\r
-\r
#include "config.h"\r
\r
#include <windows.h> /* required for all Windows applications */\r
#include <stdio.h>\r
#include <stdlib.h>\r
#include <malloc.h>\r
-#include <io.h>\r
#include <fcntl.h>\r
#include <math.h>\r
#include <commdlg.h>\r
#include "frontend.h"\r
#include "backend.h"\r
\r
+#include "wsnap.h"
+
/* Module globals */\r
HWND gameListDialog = NULL;\r
BOOLEAN gameListUp = FALSE;\r
extern HINSTANCE hInst;\r
extern HWND hwndMain;\r
\r
+struct GameListStats
+{
+ int white_wins;
+ int black_wins;
+ int drawn;
+ int unfinished;
+};
+
+/* [AS] Wildcard pattern matching */
+static BOOL HasPattern( const char * text, const char * pattern )
+{
+ while( *pattern != '\0' ) {
+ if( *pattern == '*' ) {
+ while( *pattern == '*' ) {
+ pattern++;
+ }
+
+ if( *pattern == '\0' ) {
+ return TRUE;
+ }
+
+ while( *text != '\0' ) {
+ if( HasPattern( text, pattern ) ) {
+ return TRUE;
+ }
+ text++;
+ }
+ }
+ else if( (*pattern == *text) || ((*pattern == '?') && (*text != '\0')) ) {
+ pattern++;
+ text++;
+ continue;
+ }
+
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+static BOOL SearchPattern( const char * text, const char * pattern )
+{
+ BOOL result = TRUE;
+
+ if( pattern != NULL && *pattern != '\0' ) {
+ if( *pattern == '*' ) {
+ result = HasPattern( text, pattern );
+ }
+ else {
+ result = FALSE;
+
+ while( *text != '\0' ) {
+ if( HasPattern( text, pattern ) ) {
+ result = TRUE;
+ break;
+ }
+ text++;
+ }
+ }
+ }
+
+ return result;
+}
+
+/* [AS] Setup the game list according to the specified filter */
+static int GameListToListBox( HWND hDlg, BOOL boReset, char * pszFilter, struct GameListStats * stats )
+{
+ ListGame * lg = (ListGame *) gameList.head;
+ int nItem;
+ BOOL hasFilter = FALSE;
+ int count = 0;
+ struct GameListStats dummy;
+
+ /* Initialize stats (use a dummy variable if caller not interested in them) */
+ if( stats == NULL ) {
+ stats = &dummy;
+ }
+
+ stats->white_wins = 0;
+ stats->black_wins = 0;
+ stats->drawn = 0;
+ stats->unfinished = 0;
+
+ if( boReset ) {
+ SendDlgItemMessage(hDlg, OPT_GameListText, LB_RESETCONTENT, 0, 0);
+ }
+
+ if( pszFilter != NULL ) {
+ if( strlen( pszFilter ) > 0 ) {
+ hasFilter = TRUE;
+ }
+ }
+
+ for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){
+ char * st = GameListLine(lg->number, &lg->gameInfo);
+ BOOL skip = FALSE;
+
+ if( hasFilter ) {
+ if( ! SearchPattern( st, pszFilter ) ) {
+ skip = TRUE;
+ }
+ }
+
+ if( ! skip ) {
+ SendDlgItemMessage(hDlg, OPT_GameListText, LB_ADDSTRING, 0, (LPARAM) st);
+ count++;
+
+ /* Update stats */
+ if( lg->gameInfo.result == WhiteWins )
+ stats->white_wins++;
+ else if( lg->gameInfo.result == BlackWins )
+ stats->black_wins++;
+ else if( lg->gameInfo.result == GameIsDrawn )
+ stats->drawn++;
+ else
+ stats->unfinished++;
+ }
+
+ free(st);
+ lg = (ListGame *) lg->node.succ;
+ }
+
+ SendDlgItemMessage(hDlg, OPT_GameListText, LB_SETCURSEL, 0, 0);
+
+ return count;
+}
+
+/* [AS] Show number of visible (filtered) games and total on window caption */
+static int GameListUpdateTitle( HWND hDlg, char * pszTitle, int item_count, int item_total, struct GameListStats * stats )
+{
+ char buf[256];
+
+ sprintf( buf, "%s - %d/%d games", pszTitle, item_count, item_total );
+
+ if( stats != 0 ) {
+ sprintf( buf+strlen(buf), " (%d-%d-%d)", stats->white_wins, stats->black_wins, stats->drawn );
+ }
+
+ SetWindowText( hDlg, buf );
+
+ return 0;
+}
+
+#define MAX_FILTER_LENGTH 128
\r
LRESULT CALLBACK\r
GameListDialog(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)\r
{\r
+ static char szDlgTitle[64];
static HANDLE hwndText;\r
int nItem;\r
- ListGame *lg;\r
RECT rect;\r
static int sizeX, sizeY;\r
int newSizeX, newSizeY, flags;\r
MINMAXINFO *mmi;\r
+ static BOOL filterHasFocus = FALSE;
+ int count;
+ struct GameListStats stats;
+ static SnapData sd;
\r
switch (message) {\r
case WM_INITDIALOG: \r
+ GetWindowText( hDlg, szDlgTitle, sizeof(szDlgTitle) );
+ szDlgTitle[ sizeof(szDlgTitle)-1 ] = '\0';
+
if (gameListDialog) {\r
SendDlgItemMessage(hDlg, OPT_GameListText, LB_RESETCONTENT, 0, 0);\r
}\r
+
/* Initialize the dialog items */\r
hwndText = GetDlgItem(hDlg, OPT_TagsText);\r
- lg = (ListGame *) gameList.head;\r
- for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){\r
- char *st = GameListLine(lg->number, &lg->gameInfo);\r
- SendDlgItemMessage(hDlg, OPT_GameListText, LB_ADDSTRING, 0, (LPARAM) st);\r
- free(st);\r
- lg = (ListGame *) lg->node.succ;\r
- }\r
- SendDlgItemMessage(hDlg, OPT_GameListText, LB_SETCURSEL, 0, 0);\r
+
+ count = GameListToListBox( hDlg, gameListDialog ? TRUE : FALSE, NULL, &stats );
+
+ SendDlgItemMessage( hDlg, IDC_GameListFilter, WM_SETTEXT, 0, (LPARAM) "" );
+ SendDlgItemMessage( hDlg, IDC_GameListFilter, EM_SETLIMITTEXT, MAX_FILTER_LENGTH, 0 );
+
+ filterHasFocus = FALSE;
+
/* Size and position the dialog */\r
if (!gameListDialog) {\r
gameListDialog = hDlg;\r
sizeX = newSizeX;\r
sizeY = newSizeY;\r
}\r
+
+ GameListUpdateTitle( hDlg, szDlgTitle, count, ((ListGame *) gameList.tailPred)->number, &stats );
}\r
return FALSE;\r
\r
sizeY = newSizeY;\r
break;\r
\r
+ case WM_ENTERSIZEMOVE:
+ return OnEnterSizeMove( &sd, hDlg, wParam, lParam );
+
+ case WM_SIZING:
+ return OnSizing( &sd, hDlg, wParam, lParam );
+
+ case WM_MOVING:
+ return OnMoving( &sd, hDlg, wParam, lParam );
+
+ case WM_EXITSIZEMOVE:
+ return OnExitSizeMove( &sd, hDlg, wParam, lParam );
+
case WM_GETMINMAXINFO:\r
/* Prevent resizing window too small */\r
mmi = (MINMAXINFO *) lParam;\r
break;\r
\r
case WM_COMMAND:\r
+ /*
+ [AS]
+ If <Enter> is pressed while editing the filter, it's better to apply
+ the filter rather than selecting the current game.
+ */
+ if( LOWORD(wParam) == IDC_GameListFilter ) {
+ switch( HIWORD(wParam) ) {
+ case EN_SETFOCUS:
+ filterHasFocus = TRUE;
+ break;
+ case EN_KILLFOCUS:
+ filterHasFocus = FALSE;
+ break;
+ }
+ }
+
+ if( filterHasFocus && (LOWORD(wParam) == IDOK) ) {
+ wParam = IDC_GameListDoFilter;
+ }
+ /* [AS] End command replacement */
+
switch (LOWORD(wParam)) {\r
case IDOK:\r
case OPT_GameListLoad:\r
nItem = SendDlgItemMessage(hDlg, OPT_GameListText, LB_GETCURSEL, 0, 0);\r
nItem++;\r
if (nItem >= ((ListGame *) gameList.tailPred)->number) {\r
- DisplayError("Can't go forward any further", 0);\r
+ /* [AS] Removed error message */
+ /* DisplayError("Can't go forward any further", 0); */
return TRUE;\r
}\r
SendDlgItemMessage(hDlg, OPT_GameListText, LB_SETCURSEL, nItem, 0);\r
nItem = SendDlgItemMessage(hDlg, OPT_GameListText, LB_GETCURSEL, 0, 0);\r
nItem--;\r
if (nItem < 0) {\r
- DisplayError("Can't back up any further", 0);\r
+ /* [AS] Removed error message, added return */
+ /* DisplayError("Can't back up any further", 0); */
+ return TRUE;
}\r
SendDlgItemMessage(hDlg, OPT_GameListText, LB_SETCURSEL, nItem, 0);\r
break; /* load the game*/\r
\r
+ /* [AS] */
+ case IDC_GameListDoFilter:
+ {
+ char filter[MAX_FILTER_LENGTH+1];
+
+ if( GetDlgItemText( hDlg, IDC_GameListFilter, filter, sizeof(filter) ) >= 0 ) {
+ filter[ sizeof(filter)-1 ] = '\0';
+ count = GameListToListBox( hDlg, TRUE, filter, &stats );
+ GameListUpdateTitle( hDlg, szDlgTitle, count, ((ListGame *) gameList.tailPred)->number, &stats );
+ }
+ }
+ return FALSE;
+ break;
+
case IDCANCEL:\r
case OPT_GameListClose:\r
GameListPopDown();\r
default:\r
return FALSE;\r
}\r
+
/* Load the game */\r
+ {
+ /* [AS] Get index from the item itself, because filtering makes original order unuseable. */
+ int index = SendDlgItemMessage(hDlg, OPT_GameListText, LB_GETCURSEL, 0, 0);
+ char * text;
+ LRESULT res;
+
+ if( index < 0 ) {
+ return TRUE;
+ }
+
+ res = SendDlgItemMessage( hDlg, OPT_GameListText, LB_GETTEXTLEN, index, 0 );
+
+ if( res == LB_ERR ) {
+ return TRUE;
+ }
+
+ text = (char *) malloc( res+1 );
+
+ res = SendDlgItemMessage( hDlg, OPT_GameListText, LB_GETTEXT, index, (LPARAM)text );
+
+ index = atoi( text );
+
+ nItem = index - 1;
+
+ free( text );
+ /* [AS] End: nItem has been "patched" now! */
+
if (cmailMsgLoaded) {\r
CmailLoadGame(gameFile, nItem + 1, gameFileName, TRUE);\r
- } else {\r
+ }
+ else {
LoadGame(gameFile, nItem + 1, gameFileName, TRUE);\r
}\r
+ }
+
return TRUE;\r
\r
default:\r
}\r
}\r
}\r
+
+HGLOBAL ExportGameListAsText()
+{
+ HGLOBAL result = NULL;
+ LPVOID lpMem = NULL;
+ ListGame * lg = (ListGame *) gameList.head;
+ int nItem;
+ DWORD dwLen = 0;
+
+ if( ! gameFileName || ((ListGame *) gameList.tailPred)->number <= 0 ) {
+ DisplayError("Game list not loaded or empty", 0);
+ return NULL;
+ }
+
+ /* Get list size */
+ for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){
+ char * st = GameListLineFull(lg->number, &lg->gameInfo);
+
+ dwLen += strlen(st) + 2; /* Add extra characters for "\r\n" */
+
+ free(st);
+ lg = (ListGame *) lg->node.succ;
+ }
+
+ /* Allocate memory for the list */
+ result = GlobalAlloc(GHND, dwLen+1 );
+
+ if( result != NULL ) {
+ lpMem = GlobalLock(result);
+ }
+
+ /* Copy the list into the global memory block */
+ if( lpMem != NULL ) {
+ char * dst = (char *) lpMem;
+ size_t len;
+
+ lg = (ListGame *) gameList.head;
+
+ for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){
+ char * st = GameListLineFull(lg->number, &lg->gameInfo);
+
+ len = sprintf( dst, "%s\r\n", st );
+ dst += len;
+
+ free(st);
+ lg = (ListGame *) lg->node.succ;
+ }
+
+ GlobalUnlock( result );
+ }
+
+ return result;
+}