/*\r
* wgamelist.c -- Game list window for WinBoard\r
- * $Id$\r
*\r
- * Copyright 1995 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
- * This program is free software; you can redistribute it and/or modify\r
+ *\r
+ * GNU XBoard is free software: you can redistribute it and/or modify\r
* it under the terms of the GNU General Public License as published by\r
- * the Free Software Foundation; either version 2 of the License, or\r
- * (at your option) any later version.\r
+ * the Free Software Foundation, either version 3 of the License, or (at\r
+ * your option) any later version.\r
*\r
- * This program is distributed in the hope that it will be useful,\r
- * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
- * GNU General Public License for more details.\r
+ * GNU XBoard is distributed in the hope that it will be useful, but\r
+ * WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU\r
+ * General Public License for more details.\r
*\r
* You should have received a copy of the GNU General Public License\r
- * along with this program; if not, write to the Free Software\r
- * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.\r
- * ------------------------------------------------------------------------\r
- */\r
+ * along with this program. If not, see http://www.gnu.org/licenses/. *\r
+ *\r
+ *------------------------------------------------------------------------\r
+ ** See the file ChangeLog for a revision history. */\r
\r
#include "config.h"\r
\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 <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
+\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
-int gameListX, gameListY, gameListW, gameListH;\r
+static BOOLEAN gameListUp = FALSE;\r
+static FILE* gameFile;\r
+static char* gameFileName = NULL;\r
+\r
+struct GameListStats\r
+{\r
+ int white_wins;\r
+ int black_wins;\r
+ int drawn;\r
+ int unfinished;\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, 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
+ stats = &dummy;\r
+ }\r
+\r
+ stats->white_wins = 0;\r
+ stats->black_wins = 0;\r
+ stats->drawn = 0;\r
+ stats->unfinished = 0;\r
+\r
+ if( boReset ) {\r
+ SendDlgItemMessage(hDlg, OPT_GameListText, LB_RESETCONTENT, 0, 0);\r
+ }\r
+\r
+ if( pszFilter != NULL ) {\r
+ if( strlen( pszFilter ) > 0 ) {\r
+ hasFilter = TRUE;\r
+ }\r
+ }\r
+\r
+ if(byPos) InitSearch();\r
+\r
+ for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){\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); DoEvents();\r
+ }\r
+\r
+ if(!narrow || lg->position >= 0) {\r
+ if( hasFilter ) {\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
+ /* Update stats */\r
+ if( lg->gameInfo.result == WhiteWins )\r
+ stats->white_wins++;\r
+ else if( lg->gameInfo.result == BlackWins )\r
+ stats->black_wins++;\r
+ else if( lg->gameInfo.result == GameIsDrawn )\r
+ stats->drawn++;\r
+ else\r
+ stats->unfinished++;\r
+ if(!byPos) pos = 0;\r
+ }\r
+ }\r
\r
-/* Imports from winboard.c */\r
-extern HINSTANCE hInst;\r
-extern HWND hwndMain;\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
+/* [AS] Show number of visible (filtered) games and total on window caption */\r
+static int GameListUpdateTitle( HWND hDlg, char * pszTitle, int item_count, int item_total, struct GameListStats * stats )\r
+{\r
+ char buf[256];\r
+\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
+ }\r
+\r
+ SetWindowText( hDlg, buf );\r
+\r
+ return 0;\r
+}\r
+\r
+#define MAX_FILTER_LENGTH 128\r
\r
LRESULT CALLBACK\r
GameListDialog(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)\r
{\r
+ static char szDlgTitle[64];\r
static HANDLE hwndText;\r
int nItem;\r
- ListGame *lg;\r
RECT rect;\r
static int sizeX, sizeY;\r
- int newSizeX, newSizeY, flags;\r
+ int newSizeX, newSizeY;\r
MINMAXINFO *mmi;\r
+ static BOOL filterHasFocus = FALSE;\r
+ int count;\r
+ struct GameListStats stats;\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
if (gameListDialog) {\r
SendDlgItemMessage(hDlg, OPT_GameListText, LB_RESETCONTENT, 0, 0);\r
}\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
+\r
+ /* Set font */\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, FALSE, FALSE );\r
+\r
+ SendDlgItemMessage( hDlg, IDC_GameListFilter, WM_SETTEXT, 0, (LPARAM) "" );\r
+ SendDlgItemMessage( hDlg, IDC_GameListFilter, EM_SETLIMITTEXT, MAX_FILTER_LENGTH, 0 );\r
+\r
+ filterHasFocus = FALSE;\r
+\r
/* Size and position the dialog */\r
if (!gameListDialog) {\r
gameListDialog = hDlg;\r
- flags = SWP_NOZORDER;\r
GetClientRect(hDlg, &rect);\r
sizeX = rect.right;\r
sizeY = rect.bottom;\r
- if (gameListX != CW_USEDEFAULT && gameListY != CW_USEDEFAULT &&\r
- gameListW != CW_USEDEFAULT && gameListH != CW_USEDEFAULT) {\r
+ if (wpGameList.x != CW_USEDEFAULT && wpGameList.y != CW_USEDEFAULT &&\r
+ wpGameList.width != CW_USEDEFAULT && wpGameList.height != CW_USEDEFAULT) {\r
WINDOWPLACEMENT wp;\r
- EnsureOnScreen(&gameListX, &gameListY);\r
+ EnsureOnScreen(&wpGameList.x, &wpGameList.y, 0, 0);\r
wp.length = sizeof(WINDOWPLACEMENT);\r
wp.flags = 0;\r
wp.showCmd = SW_SHOW;\r
wp.ptMaxPosition.x = wp.ptMaxPosition.y = 0;\r
- wp.rcNormalPosition.left = gameListX;\r
- wp.rcNormalPosition.right = gameListX + gameListW;\r
- wp.rcNormalPosition.top = gameListY;\r
- wp.rcNormalPosition.bottom = gameListY + gameListH;\r
+ wp.rcNormalPosition.left = wpGameList.x;\r
+ wp.rcNormalPosition.right = wpGameList.x + wpGameList.width;\r
+ wp.rcNormalPosition.top = wpGameList.y;\r
+ wp.rcNormalPosition.bottom = wpGameList.y + wpGameList.height;\r
SetWindowPlacement(hDlg, &wp);\r
\r
GetClientRect(hDlg, &rect);\r
newSizeX, newSizeY);\r
sizeX = newSizeX;\r
sizeY = newSizeY;\r
- }\r
+ } else\r
+ GetActualPlacement( gameListDialog, &wpGameList );\r
+\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
sizeY = newSizeY;\r
break;\r
\r
+ case WM_ENTERSIZEMOVE:\r
+ return OnEnterSizeMove( &sd, hDlg, wParam, lParam );\r
+\r
+ case WM_SIZING:\r
+ return OnSizing( &sd, hDlg, wParam, lParam );\r
+\r
+ case WM_MOVING:\r
+ return OnMoving( &sd, hDlg, wParam, lParam );\r
+\r
+ case WM_EXITSIZEMOVE:\r
+ return OnExitSizeMove( &sd, hDlg, wParam, lParam );\r
+\r
case WM_GETMINMAXINFO:\r
/* Prevent resizing window too small */\r
mmi = (MINMAXINFO *) lParam;\r
break;\r
\r
case WM_COMMAND:\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
+ */\r
+ if( LOWORD(wParam) == IDC_GameListFilter ) {\r
+ switch( HIWORD(wParam) ) {\r
+ case EN_SETFOCUS:\r
+ filterHasFocus = TRUE;\r
+ break;\r
+ case EN_KILLFOCUS:\r
+ filterHasFocus = FALSE;\r
+ break;\r
+ }\r
+ }\r
+\r
+ if( filterHasFocus && (LOWORD(wParam) == IDOK) ) {\r
+ wParam = IDC_GameListDoFilter;\r
+ }\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
- DisplayError("Can't go forward any further", 0);\r
+ /* [AS] Removed error message */\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
- DisplayError("Can't back up any further", 0);\r
+ /* [AS] Removed error message, added return */\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
+ if( GetDlgItemText( hDlg, IDC_GameListFilter, filter, sizeof(filter) ) >= 0 ) {\r
+ filter[ sizeof(filter)-1 ] = '\0';\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
+ break;\r
+\r
case IDCANCEL:\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
break;\r
- \r
+\r
default:\r
return FALSE;\r
}\r
+\r
/* Load the game */\r
- if (cmailMsgLoaded) {\r
- CmailLoadGame(gameFile, nItem + 1, gameFileName, TRUE);\r
- } else {\r
- LoadGame(gameFile, nItem + 1, gameFileName, TRUE);\r
+ {\r
+ /* [AS] Get index from the item itself, because filtering makes original order unuseable. */\r
+ int index = SendDlgItemMessage(hDlg, OPT_GameListText, LB_GETCURSEL, 0, 0);\r
+ char * text;\r
+ LRESULT res;\r
+\r
+ if( index < 0 ) {\r
+ return TRUE;\r
+ }\r
+\r
+ res = SendDlgItemMessage( hDlg, OPT_GameListText, LB_GETTEXTLEN, index, 0 );\r
+\r
+ if( res == LB_ERR ) {\r
+ return TRUE;\r
+ }\r
+\r
+ text = (char *) malloc( res+1 );\r
+\r
+ res = SendDlgItemMessage( hDlg, OPT_GameListText, LB_GETTEXT, index, (LPARAM)text );\r
+\r
+ index = atoi( text );\r
+\r
+ nItem = index - 1;\r
+\r
+ free( text );\r
+ /* [AS] End: nItem has been "patched" now! */\r
+\r
+ if (cmailMsgLoaded) {\r
+ CmailLoadGame(gameFile, nItem + 1, gameFileName, TRUE);\r
+ }\r
+ else {\r
+ LoadGame(gameFile, nItem + 1, gameFileName, TRUE);\r
+ SetFocus(hwndMain); // [HGM] automatic focus switch\r
+ }\r
}\r
+\r
return TRUE;\r
\r
default:\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
gameFileName = StrSave(filename);\r
}\r
CheckMenuItem(GetMenu(hwndMain), IDM_ShowGameList, MF_CHECKED);\r
+ EnableMenuItem(GetMenu(hwndMain), IDM_SaveSelected, MF_ENABLED);\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
+ EnableMenuItem(GetMenu(hwndMain), IDM_SaveSelected, MF_GRAYED);\r
if (gameListDialog) ShowWindow(gameListDialog, SW_HIDE);\r
gameListUp = FALSE;\r
}\r
\r
VOID GameListHighlight(int index)\r
{\r
+ char buf[MSG_SIZ];\r
+ int i, j, k, n, res = 0;\r
if (gameListDialog == NULL) return;\r
- SendDlgItemMessage(gameListDialog, OPT_GameListText, \r
- LB_SETCURSEL, index - 1, 0);\r
+ for(i=64; ; i+=i) {\r
+ res = SendDlgItemMessage( gameListDialog, OPT_GameListText, LB_GETTEXT, i, (LPARAM)buf );\r
+ if(res == LB_ERR || index < atoi( buf )) break;\r
+ }\r
+ j = i/2;\r
+ while(i-j > 1) {\r
+ n = (i + j) >> 1;\r
+ res = SendDlgItemMessage( gameListDialog, OPT_GameListText, LB_GETTEXT, n, (LPARAM)buf );\r
+ if(res == LB_ERR || index < (k = atoi( buf ))) i = n; else {\r
+ j = n;\r
+ if(index == k) break;\r
+ }\r
+ }\r
+ SendDlgItemMessage(gameListDialog, OPT_GameListText, LB_SETCURSEL, j, 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
+\r
+HGLOBAL ExportGameListAsText()\r
+{\r
+ HGLOBAL result = NULL;\r
+ LPVOID lpMem = NULL;\r
+ ListGame * lg = (ListGame *) gameList.head;\r
+ int nItem;\r
+ DWORD dwLen = 0;\r
+\r
+ if( ! gameFileName || ((ListGame *) gameList.tailPred)->number <= 0 ) {\r
+ DisplayError(_(_("Game list not loaded or empty")), 0);\r
+ return NULL;\r
+ }\r
+\r
+ /* Get list size */\r
+ for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){\r
+ char * st = GameListLineFull(lg->number, &lg->gameInfo);\r
+\r
+ dwLen += strlen(st) + 2; /* Add extra characters for "\r\n" */\r
+\r
+ free(st);\r
+ lg = (ListGame *) lg->node.succ;\r
+ }\r
+\r
+ /* Allocate memory for the list */\r
+ result = GlobalAlloc(GHND, dwLen+1 );\r
+\r
+ if( result != NULL ) {\r
+ lpMem = GlobalLock(result);\r
+ }\r
+\r
+ /* Copy the list into the global memory block */\r
+ if( lpMem != NULL ) {\r
+ char * dst = (char *) lpMem;\r
+ size_t len;\r
+\r
+ lg = (ListGame *) gameList.head;\r
+\r
+ for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){\r
+ char * st = GameListLineFull(lg->number, &lg->gameInfo);\r
+\r
+ len = sprintf( dst, "%s\r\n", st );\r
+ dst += len;\r
+\r
+ free(st);\r
+ lg = (ListGame *) lg->node.succ;\r
+ }\r
+\r
+ GlobalUnlock( result );\r
+ }\r
+\r
+ return result;\r
+}\r