* WinBoard.c -- Windows NT front end to XBoard\r
* $Id: winboard.c,v 2.3 2003/11/25 05:25:20 mann Exp $\r
*\r
- * Copyright 1991 by Digital Equipment Corporation, Maynard, Massachusetts.\r
- * Enhancements Copyright 1992-2001 Free Software Foundation, Inc.\r
+ * Copyright 1991 by Digital Equipment Corporation, Maynard,\r
+ * Massachusetts. Enhancements Copyright\r
+ * 1992-2001,2002,2003,2004,2005,2006,2007,2008,2009 Free Software\r
+ * Foundation, Inc.\r
*\r
* XBoard borrows its colors and the bitmaps.xchess bitmap set from XChess,\r
* which was written and is copyrighted by Wayne Christopher.\r
* SOFTWARE.\r
* ------------------------------------------------------------------------\r
*\r
- * The following terms apply to the enhanced version of XBoard distributed\r
- * by the Free Software Foundation:\r
+ * The following terms apply to the enhanced version of XBoard\r
+ * distributed by the Free Software Foundation:\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 <windows.h>\r
#include <winuser.h>\r
#include <winsock.h>\r
+#include <commctrl.h>\r
\r
#include <stdio.h>\r
#include <stdlib.h>\r
#include <dlgs.h>\r
#include <richedit.h>\r
#include <mmsystem.h>\r
+#include <ctype.h>\r
\r
#if __GNUC__\r
#include <errno.h>\r
\r
#include "wsnap.h"\r
\r
-void InitEngineUCI( const char * iniDir, ChessProgramState * cps );\r
+//void InitEngineUCI( const char * iniDir, ChessProgramState * cps );\r
\r
int myrandom(void);\r
void mysrandom(unsigned int seed);\r
Boolean flipClock = FALSE;\r
\r
void DisplayHoldingsCount(HDC hdc, int x, int y, int align, int copyNumber);\r
+VOID NewVariantPopup(HWND hwnd);\r
+int FinishMove P((ChessMove moveType, int fromX, int fromY, int toX, int toY,\r
+ /*char*/int promoChar));\r
+void AnimateAtomicCapture(int fromX, int fromY, int toX, int toY, int nFrames);\r
\r
typedef struct {\r
ChessSquare piece; \r
static HighlightInfo highlightInfo = { {{-1, -1}, {-1, -1}} };\r
static HighlightInfo premoveHighlightInfo = { {{-1, -1}, {-1, -1}} };\r
\r
+typedef struct { // [HGM] atomic\r
+ int fromX, fromY, toX, toY, radius;\r
+} ExplodeInfo;\r
+\r
+static ExplodeInfo explodeInfo;\r
+\r
/* Window class names */\r
char szAppName[] = "WinBoard";\r
char szConsoleName[] = "WBConsole";\r
static int boardX, boardY, consoleX, consoleY, consoleW, consoleH;\r
static int squareSize, lineGap, minorSize;\r
static int winWidth, winHeight;\r
-static RECT messageRect, whiteRect, blackRect;\r
+static RECT messageRect, whiteRect, blackRect, leftLogoRect, rightLogoRect; // [HGM] logo\r
+static int logoHeight = 0;\r
static char messageText[MESSAGE_TEXT_MAX];\r
static int clockTimerEvent = 0;\r
static int loadGameTimerEvent = 0;\r
static HBITMAP pieceBitmap[3][(int) BlackPawn]; /* [HGM] nr of bitmaps referred to bP in stead of wK */\r
static HBRUSH lightSquareBrush, darkSquareBrush,\r
blackSquareBrush, /* [HGM] for band between board and holdings */\r
- whitePieceBrush, blackPieceBrush, iconBkgndBrush, outlineBrush;\r
+ explodeBrush, /* [HGM] atomic */\r
+ whitePieceBrush, blackPieceBrush, iconBkgndBrush /*, outlineBrush*/;\r
static POINT gridEndpoints[(BOARD_SIZE + 1) * 4];\r
static DWORD gridVertexCounts[(BOARD_SIZE + 1) * 2];\r
static HPEN gridPen = NULL;\r
{ NULL, 0, 0, 0, 0, 0, 0 }\r
};\r
\r
-#define MF(x) {x, {0, }, {0, }, 0}\r
+#define MF(x) {x, {{0,}, 0. }, {0, }, 0}\r
MyFont fontRec[NUM_SIZES][NUM_FONTS] =\r
{\r
{ MF(CLOCK_FONT_TINY), MF(MESSAGE_FONT_TINY), MF(COORD_FONT_TINY), MF(CONSOLE_FONT_TINY), MF(COMMENT_FONT_TINY), MF(EDITTAGS_FONT_TINY), MF(MOVEHISTORY_FONT_ALL) },\r
{\r
MSG msg;\r
HANDLE hAccelMain, hAccelNoAlt, hAccelNoICS;\r
+// INITCOMMONCONTROLSEX ex;\r
\r
debugFP = stderr;\r
\r
return (FALSE);\r
}\r
\r
+// InitCommonControlsEx(&ex);\r
+ InitCommonControls();\r
+\r
hAccelMain = LoadAccelerators (hInstance, szAppName);\r
hAccelNoAlt = LoadAccelerators (hInstance, "NO_ALT");\r
hAccelNoICS = LoadAccelerators( hInstance, "NO_ICS"); /* [AS] No Ctrl-V on ICS!!! */\r
void\r
EnsureOnScreen(int *x, int *y)\r
{\r
- int gap = GetSystemMetrics(SM_CYFRAME) + GetSystemMetrics(SM_CYCAPTION);\r
+// int gap = GetSystemMetrics(SM_CYFRAME) + GetSystemMetrics(SM_CYCAPTION);\r
/* Be sure window at (x,y) is not off screen (or even mostly off screen) */\r
if (*x > screenWidth - 32) *x = 0;\r
if (*y > screenHeight - 32) *y = 0;\r
- if (*x < 10) *x = 10;\r
- if (*y < gap) *y = gap;\r
+ if (*x < 0) *x = 0;\r
+ if (*y < 0) *y = 0;\r
+// if (*x < 10) *x = 10;\r
+// if (*y < gap) *y = gap;\r
}\r
\r
BOOL\r
\r
InitBackEnd1();\r
\r
- InitEngineUCI( installDir, &first );\r
- InitEngineUCI( installDir, &second );\r
+// InitEngineUCI( installDir, &first ); // [HGM] incorporated in InitBackEnd1()\r
+// InitEngineUCI( installDir, &second );\r
\r
/* Create a main window for this application instance. */\r
hwnd = CreateWindow(szAppName, szTitle,\r
return (FALSE);\r
}\r
\r
+ /* [HGM] logo: Load logos if specified (must be done before InitDrawingSizes) */\r
+ if( appData.firstLogo && appData.firstLogo[0] != NULLCHAR) {\r
+ first.programLogo = LoadImage( 0, appData.firstLogo, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE );\r
+\r
+ if (first.programLogo == NULL && appData.debugMode) {\r
+ fprintf( debugFP, "Unable to load logo bitmap '%s'\n", appData.firstLogo );\r
+ }\r
+ } else if(appData.autoLogo) {\r
+ if(appData.firstDirectory && appData.firstDirectory[0]) {\r
+ char buf[MSG_SIZ];\r
+ sprintf(buf, "%s/logo.bmp", appData.firstDirectory);\r
+ first.programLogo = LoadImage( 0, buf, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE ); \r
+ }\r
+ }\r
+\r
+ if( appData.secondLogo && appData.secondLogo[0] != NULLCHAR) {\r
+ second.programLogo = LoadImage( 0, appData.secondLogo, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE );\r
+\r
+ if (second.programLogo == NULL && appData.debugMode) {\r
+ fprintf( debugFP, "Unable to load logo bitmap '%s'\n", appData.secondLogo );\r
+ }\r
+ } else if(appData.autoLogo) {\r
+ if(appData.secondDirectory && appData.secondDirectory[0]) {\r
+ char buf[MSG_SIZ];\r
+ sprintf(buf, "%s\\logo.bmp", appData.secondDirectory);\r
+ second.programLogo = LoadImage( 0, buf, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE ); \r
+ }\r
+ }\r
+\r
iconWhite = LoadIcon(hInstance, "icon_white");\r
iconBlack = LoadIcon(hInstance, "icon_black");\r
iconCurrent = iconWhite;\r
boardSize = (BoardSize)ibs;\r
}\r
}\r
+\r
InitDrawingSizes(boardSize, 0);\r
InitMenuChecks();\r
buttonCount = GetSystemMetrics(SM_CMOUSEBUTTONS);\r
\r
mysrandom( (unsigned) time(NULL) );\r
\r
- /* Make a console window if needed */\r
- if (appData.icsActive) {\r
- ConsoleCreate();\r
- }\r
-\r
/* [AS] Restore layout */\r
if( wpMoveHistory.visible ) {\r
MoveHistoryPopUp();\r
{ "sUCI", ArgTrue, (LPVOID) &appData.secondIsUCI, FALSE },\r
{ "firstHasOwnBookUCI", ArgBoolean, (LPVOID) &appData.firstHasOwnBookUCI, FALSE },\r
{ "fNoOwnBookUCI", ArgFalse, (LPVOID) &appData.firstHasOwnBookUCI, FALSE },\r
+ { "firstXBook", ArgFalse, (LPVOID) &appData.firstHasOwnBookUCI, FALSE },\r
{ "secondHasOwnBookUCI", ArgBoolean, (LPVOID) &appData.secondHasOwnBookUCI, FALSE },\r
{ "sNoOwnBookUCI", ArgFalse, (LPVOID) &appData.secondHasOwnBookUCI, FALSE },\r
+ { "secondXBook", ArgFalse, (LPVOID) &appData.secondHasOwnBookUCI, FALSE },\r
{ "polyglotDir", ArgFilename, (LPVOID) &appData.polyglotDir, TRUE },\r
{ "usePolyglotBook", ArgBoolean, (LPVOID) &appData.usePolyglotBook, TRUE },\r
{ "polyglotBook", ArgFilename, (LPVOID) &appData.polyglotBook, TRUE },\r
{ "flipBlack", ArgBoolean, (LPVOID) &appData.upsideDown, TRUE },\r
{ "allWhite", ArgBoolean, (LPVOID) &appData.allWhite, TRUE },\r
{ "alphaRank", ArgBoolean, (LPVOID) &appData.alphaRank, FALSE },\r
+ { "firstAlphaRank", ArgBoolean, (LPVOID) &first.alphaRank, FALSE },\r
+ { "secondAlphaRank", ArgBoolean, (LPVOID) &second.alphaRank, FALSE },\r
{ "testClaims", ArgBoolean, (LPVOID) &appData.testClaims, TRUE },\r
{ "checkMates", ArgBoolean, (LPVOID) &appData.checkMates, TRUE },\r
{ "materialDraws", ArgBoolean, (LPVOID) &appData.materialDraws, TRUE },\r
{ "autoKibitz", ArgTrue, (LPVOID) &appData.autoKibitz, FALSE },\r
{ "engineDebugOutput", ArgInt, (LPVOID) &appData.engineComments, FALSE },\r
{ "userName", ArgString, (LPVOID) &appData.userName, FALSE },\r
+ { "rewindIndex", ArgInt, (LPVOID) &appData.rewindIndex, FALSE },\r
+ { "sameColorGames", ArgInt, (LPVOID) &appData.sameColorGames, FALSE },\r
+ { "smpCores", ArgInt, (LPVOID) &appData.smpCores, TRUE },\r
+ { "egtFormats", ArgString, (LPVOID) &appData.egtFormats, TRUE },\r
+ { "niceEngines", ArgInt, (LPVOID) &appData.niceEngines, TRUE },\r
+ { "firstLogo", ArgFilename, (LPVOID) &appData.firstLogo, FALSE },\r
+ { "secondLogo", ArgFilename, (LPVOID) &appData.secondLogo, FALSE },\r
+ { "autoLogo", ArgBoolean, (LPVOID) &appData.autoLogo, TRUE },\r
+ { "firstOptions", ArgString, (LPVOID) &appData.firstOptions, FALSE },\r
+ { "secondOptions", ArgString, (LPVOID) &appData.secondOptions, FALSE },\r
+ { "firstNeedsNoncompliantFEN", ArgString, (LPVOID) &appData.fenOverride1, FALSE },\r
+ { "secondNeedsNoncompliantFEN", ArgString, (LPVOID) &appData.fenOverride2, FALSE },\r
\r
#ifdef ZIPPY\r
{ "zippyTalk", ArgBoolean, (LPVOID) &appData.zippyTalk, FALSE },\r
{ "zippyVariants", ArgString, (LPVOID) &appData.zippyVariants, FALSE },\r
{ "zippyMaxGames", ArgInt, (LPVOID)&appData.zippyMaxGames, FALSE },\r
{ "zippyReplayTimeout", ArgInt, (LPVOID)&appData.zippyReplayTimeout, FALSE },\r
+ { "zippyShortGame", ArgInt, (LPVOID)&appData.zippyShortGame, FALSE },\r
/* Kludge to allow winboard.ini files from buggy 4.0.4 to be read: */\r
{ "zippyReplyTimeout", ArgInt, (LPVOID)&junk, FALSE },\r
#endif\r
{ "secondAccumulateTC", ArgInt, (LPVOID) &appData.secondAccumulateTC, FALSE },\r
{ "firstNPS", ArgInt, (LPVOID) &appData.firstNPS, FALSE },\r
{ "secondNPS", ArgInt, (LPVOID) &appData.secondNPS, FALSE },\r
+ { "noGUI", ArgTrue, (LPVOID) &appData.noGUI, FALSE },\r
{ NULL, ArgNone, NULL, FALSE }\r
};\r
\r
FILE* f = (FILE*) getClosure;\r
\r
c = getc(f);\r
+ if (c == '\r') c = getc(f); // work around DOS format files by bypassing the '\r' completely\r
if (c == EOF)\r
return NULLCHAR;\r
else\r
{\r
char *dummy;\r
FILE *f;\r
+ int ok; char buf[MSG_SIZ];\r
\r
- if (SearchPath(installDir, name, NULL, MSG_SIZ, fullname, &dummy)) {\r
+ ok = SearchPath(installDir, name, NULL, MSG_SIZ, fullname, &dummy);\r
+ if(!ok && strchr(name, '.') == NULL) { // [HGM] append default file-name extension '.ini' when needed\r
+ sprintf(buf, "%s.ini", name);\r
+ ok = SearchPath(installDir, buf, NULL, MSG_SIZ, fullname, &dummy);\r
+ }\r
+ if (ok) {\r
f = fopen(fullname, "r");\r
if (f != NULL) {\r
ParseArgs(FileGet, f);\r
case ArgNone:\r
ExitArgError("Unrecognized argument", argValue);\r
break;\r
+ case ArgTrue:\r
+ case ArgFalse: ;\r
}\r
}\r
}\r
appData.reuseFirst = TRUE;\r
appData.reuseSecond = TRUE;\r
appData.blindfold = FALSE;\r
+ appData.icsEngineAnalyze = FALSE;\r
+ memset(&dcb, 0, sizeof(DCB)); // required by VS 2002 +\r
dcb.DCBlength = sizeof(DCB);\r
dcb.BaudRate = 9600;\r
dcb.fBinary = TRUE;\r
dcb.fNull = FALSE;\r
dcb.fRtsControl = RTS_CONTROL_ENABLE;\r
dcb.fAbortOnError = FALSE;\r
- dcb.wReserved = 0;\r
dcb.ByteSize = 7;\r
dcb.Parity = SPACEPARITY;\r
dcb.StopBits = ONESTOPBIT;\r
appData.defaultHashSize = 64;\r
appData.defaultCacheSizeEGTB = 4;\r
appData.defaultPathEGTB = "c:\\egtb";\r
+ appData.firstOptions = "";\r
+ appData.secondOptions = "";\r
\r
InitWindowPlacement( &wpMoveHistory );\r
InitWindowPlacement( &wpEvalGraph );\r
appData.firstNPS = -1; // [HGM] nps: use wall-clock time\r
appData.secondNPS = -1;\r
appData.engineComments = 1;\r
-\r
+ appData.smpCores = 1; // [HGM] SMP: max nr of cores\r
+ appData.egtFormats = "";\r
\r
#ifdef ZIPPY\r
appData.zippyTalk = ZIPPY_TALK;\r
case ArgColor:\r
{\r
COLORREF color = *(COLORREF *)ad->argLoc;\r
- fprintf(f, "/%s=#%02x%02x%02x\n", ad->argName, \r
+ fprintf(f, "/%s=#%02lx%02lx%02lx\n", ad->argName, \r
color&0xff, (color>>8)&0xff, (color>>16)&0xff);\r
}\r
break;\r
case ArgAttribs:\r
{\r
MyTextAttribs* ta = &textAttribs[(ColorClass)ad->argLoc];\r
- fprintf(f, "/%s=\"%s%s%s%s%s#%02x%02x%02x\"\n", ad->argName,\r
+ fprintf(f, "/%s=\"%s%s%s%s%s#%02lx%02lx%02lx\"\n", ad->argName,\r
(ta->effects & CFE_BOLD) ? "b" : "",\r
(ta->effects & CFE_ITALIC) ? "i" : "",\r
(ta->effects & CFE_UNDERLINE) ? "u" : "",\r
break;\r
case ArgCommSettings:\r
PrintCommSettings(f, ad->argName, (DCB *)ad->argLoc);\r
+ case ArgNone:\r
+ case ArgSettingsFilename: ;\r
}\r
}\r
fclose(f);\r
PM_WH = (int) WhiteNightrider, \r
PM_WA = (int) WhiteAngel, \r
PM_WC = (int) WhiteMarshall, \r
+ PM_WAB = (int) WhiteCardinal, \r
+ PM_WD = (int) WhiteDragon, \r
+ PM_WL = (int) WhiteLance, \r
+ PM_WS = (int) WhiteCobra, \r
+ PM_WV = (int) WhiteFalcon, \r
+ PM_WSG = (int) WhiteSilver, \r
PM_WG = (int) WhiteGrasshopper, \r
PM_WK = (int) WhiteKing,\r
PM_BP = (int) BlackPawn, \r
PM_BA = (int) BlackAngel, \r
PM_BC = (int) BlackMarshall, \r
PM_BG = (int) BlackGrasshopper, \r
+ PM_BAB = (int) BlackCardinal,\r
+ PM_BD = (int) BlackDragon,\r
+ PM_BL = (int) BlackLance,\r
+ PM_BS = (int) BlackCobra,\r
+ PM_BV = (int) BlackFalcon,\r
+ PM_BSG = (int) BlackSilver,\r
PM_BK = (int) BlackKing\r
};\r
\r
POINT pt;\r
int backColor = whitePieceColor; \r
int foreColor = blackPieceColor;\r
- int shapeIndex = index < 6 ? index+6 : index;\r
\r
- if( index < 6 && appData.fontBackColorWhite != appData.fontForeColorWhite ) {\r
+ if( index < (int)BlackPawn && appData.fontBackColorWhite != appData.fontForeColorWhite ) {\r
backColor = appData.fontBackColorWhite;\r
foreColor = appData.fontForeColorWhite;\r
}\r
- else if( index >= 6 && appData.fontBackColorBlack != appData.fontForeColorBlack ) {\r
+ else if( index >= (int)BlackPawn && appData.fontBackColorBlack != appData.fontForeColorBlack ) {\r
backColor = appData.fontBackColorBlack;\r
foreColor = appData.fontForeColorBlack;\r
}\r
SetBkMode( hdc, TRANSPARENT );\r
SetTextColor( hdc, chroma );\r
/* Step 2: the piece has been drawn in purple, there are now black and purple in this bitmap */\r
- TextOut( hdc, pt.x, pt.y, &pieceToFontChar[index], 1 );\r
+ TextOut( hdc, pt.x, pt.y, &pieceToFontChar[appData.allWhite && index >= (int)BlackPawn ? index - (int)BlackPawn : index], 1 );\r
\r
SelectObject( hdc, GetStockObject(WHITE_BRUSH) );\r
/* Step 3: the area outside the piece is filled with white */\r
- FloodFill( hdc, 0, 0, chroma );\r
+// FloodFill( hdc, 0, 0, chroma );\r
+ ExtFloodFill( hdc, 0, 0, 0, FLOODFILLSURFACE );\r
+ ExtFloodFill( hdc, 0, squareSize-1, 0, FLOODFILLSURFACE ); // [HGM] fill from all 4 corners, for if piece too big\r
+ ExtFloodFill( hdc, squareSize-1, 0, 0, FLOODFILLSURFACE );\r
+ ExtFloodFill( hdc, squareSize-1, squareSize-1, 0, FLOODFILLSURFACE );\r
SelectObject( hdc, GetStockObject(BLACK_BRUSH) );\r
/* \r
Step 4: this is the tricky part, the area inside the piece is filled with black,\r
There should be a better way to do this... if we could create a region or path\r
from the fill operation we would be fine for example.\r
*/\r
- FloodFill( hdc, squareSize / 2, squareSize / 2, RGB(0xFF,0xFF,0xFF) );\r
+// FloodFill( hdc, squareSize / 2, squareSize / 2, RGB(0xFF,0xFF,0xFF) );\r
+ ExtFloodFill( hdc, squareSize / 2, squareSize / 2, RGB(0xFF,0xFF,0xFF), FLOODFILLBORDER );\r
+\r
+ { /* [HGM] shave off edges of mask, in an attempt to correct for the fact that FloodFill does not work correctly under Win XP */\r
+ HDC dc2 = CreateCompatibleDC( hdc_window );\r
+ HBITMAP bm2 = CreateCompatibleBitmap( hdc_window, squareSize, squareSize );\r
+\r
+ SelectObject( dc2, bm2 );\r
+ BitBlt( dc2, 0, 0, squareSize, squareSize, hdc, 0, 0, SRCCOPY ); // make copy\r
+ BitBlt( hdc, 0, 1, squareSize-2, squareSize-2, dc2, 1, 1, SRCPAINT );\r
+ BitBlt( hdc, 2, 1, squareSize-2, squareSize-2, dc2, 1, 1, SRCPAINT );\r
+ BitBlt( hdc, 1, 0, squareSize-2, squareSize-2, dc2, 1, 1, SRCPAINT );\r
+ BitBlt( hdc, 1, 2, squareSize-2, squareSize-2, dc2, 1, 1, SRCPAINT );\r
+\r
+ DeleteDC( dc2 );\r
+ DeleteObject( bm2 );\r
+ }\r
\r
SetTextColor( hdc, 0 );\r
/* \r
Step 5: some fonts have "disconnected" areas that are skipped by the fill:\r
draw the piece again in black for safety.\r
*/\r
- TextOut( hdc, pt.x, pt.y, &pieceToFontChar[index], 1 );\r
+ TextOut( hdc, pt.x, pt.y, &pieceToFontChar[appData.allWhite && index >= (int)BlackPawn ? index - (int)BlackPawn : index], 1 );\r
\r
SelectObject( hdc, hbm_old );\r
\r
}\r
\r
SetTextColor( hdc, foreColor );\r
- TextOut( hdc, pt.x, pt.y, &pieceToFontChar[index], 1 );\r
+ TextOut( hdc, pt.x, pt.y, &pieceToFontChar[appData.allWhite && index >= (int)BlackPawn ? index - (int)BlackPawn : index], 1 );\r
\r
SelectObject( hdc, hbm_old );\r
\r
return PM_WQ;\r
case WhiteKing:\r
return PM_WK;\r
+\r
case BlackAngel:\r
return PM_BA;\r
case BlackMarshall:\r
return PM_BG;\r
case BlackMan:\r
return PM_BM;\r
+ case BlackSilver:\r
+ return PM_BSG;\r
+ case BlackLance:\r
+ return PM_BL;\r
+ case BlackFalcon:\r
+ return PM_BV;\r
+ case BlackCobra:\r
+ return PM_BS;\r
+ case BlackCardinal:\r
+ return PM_BAB;\r
+ case BlackDragon:\r
+ return PM_BD;\r
+\r
case WhiteAngel:\r
return PM_WA;\r
case WhiteMarshall:\r
return PM_WG;\r
case WhiteMan:\r
return PM_WM;\r
+ case WhiteSilver:\r
+ return PM_WSG;\r
+ case WhiteLance:\r
+ return PM_WL;\r
+ case WhiteFalcon:\r
+ return PM_WV;\r
+ case WhiteCobra:\r
+ return PM_WS;\r
+ case WhiteCardinal:\r
+ return PM_WAB;\r
+ case WhiteDragon:\r
+ return PM_WD;\r
}\r
\r
return 0;\r
DeleteObject( hPieceFont );\r
}\r
else {\r
- for( i=0; i<12; i++ ) {\r
+ for( i=0; i<=(int)BlackKing; i++ ) {\r
hPieceMask[i] = NULL;\r
hPieceFace[i] = NULL;\r
}\r
\r
/* Create bitmaps */\r
hfont_old = SelectObject( hdc, hPieceFont );\r
-\r
+#if 0\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_WP );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_WN );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_WB );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_BR );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_BQ );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_BK );\r
-#ifdef FAIRY\r
+\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_WA );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_WC );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_WF );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_WO );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_WG );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_WM );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_WSG );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_WV );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_WAB );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_WD );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_WL );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_WS );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_BA );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_BC );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_BF );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_BO );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_BG );\r
CreatePieceMaskFromFont( hdc_window, hdc, PM_BM );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_BSG );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_BV );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_BAB );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_BD );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_BL );\r
+ CreatePieceMaskFromFont( hdc_window, hdc, PM_BS );\r
+#else\r
+ for(i=(int)WhitePawn; i<(int)EmptySquare; i++) /* [HGM] made a loop for this */\r
+ if(PieceToChar((ChessSquare)i) != '.') /* skip unused pieces */\r
+ CreatePieceMaskFromFont( hdc_window, hdc, i );\r
#endif\r
-\r
SelectObject( hdc, hfont_old );\r
\r
fontBitmapSquareSize = squareSize;\r
whitePieceBrush = CreateSolidBrush(whitePieceColor);\r
blackPieceBrush = CreateSolidBrush(blackPieceColor);\r
iconBkgndBrush = CreateSolidBrush(GetSysColor(COLOR_BACKGROUND));\r
-\r
+ explodeBrush = CreateSolidBrush(highlightSquareColor); // [HGM] atomic\r
/* [AS] Force rendering of the font-based pieces */\r
if( fontBitmapSquareSize > 0 ) {\r
fontBitmapSquareSize = 0;\r
if (IsIconic(hwndMain)) return;\r
if (recurse > 0) return;\r
recurse++;\r
- while (newSize > 0 &&\r
- (newSizeX < sizeInfo[newSize].cliWidth ||\r
- newSizeY < sizeInfo[newSize].cliHeight)) {\r
+ while (newSize > 0) {\r
+ InitDrawingSizes(newSize+1000, 0); // [HGM] kludge to update sizeInfo without visible effects\r
+ if(newSizeX >= sizeInfo[newSize].cliWidth &&\r
+ newSizeY >= sizeInfo[newSize].cliHeight) break;\r
newSize--;\r
} \r
boardSize = newSize;\r
int offby;\r
LOGBRUSH logbrush;\r
\r
- /* [HGM] call with -1 uses old size (for if nr of files, ranks changes) */\r
+ int suppressVisibleEffects = 0; // [HGM] kludge to request updating sizeInfo only\r
+ if((int)boardSize >= 1000 ) { boardSize -= 1000; suppressVisibleEffects = 1; }\r
+\r
+ /* [HGM] call with -2 uses old size (for if nr of files, ranks changes) */\r
if(boardSize == (BoardSize)(-2) ) boardSize = oldBoardSize;\r
\r
tinyLayout = sizeInfo[boardSize].tinyLayout;\r
ReleaseDC(hwndMain, hdc);\r
\r
/* Compute where everything goes */\r
- whiteRect.left = OUTER_MARGIN;\r
- whiteRect.right = whiteRect.left + boardWidth/2 - INNER_MARGIN/2;\r
- whiteRect.top = OUTER_MARGIN;\r
- whiteRect.bottom = whiteRect.top + clockSize.cy;\r
+ if((first.programLogo || second.programLogo) && !tinyLayout) {\r
+ /* [HGM] logo: if either logo is on, reserve space for it */\r
+ logoHeight = 2*clockSize.cy;\r
+ leftLogoRect.left = OUTER_MARGIN;\r
+ leftLogoRect.right = leftLogoRect.left + 4*clockSize.cy;\r
+ leftLogoRect.top = OUTER_MARGIN;\r
+ leftLogoRect.bottom = OUTER_MARGIN + logoHeight;\r
+\r
+ rightLogoRect.right = OUTER_MARGIN + boardWidth;\r
+ rightLogoRect.left = rightLogoRect.right - 4*clockSize.cy;\r
+ rightLogoRect.top = OUTER_MARGIN;\r
+ rightLogoRect.bottom = OUTER_MARGIN + logoHeight;\r
+\r
+\r
+ whiteRect.left = leftLogoRect.right;\r
+ whiteRect.right = OUTER_MARGIN + boardWidth/2 - INNER_MARGIN/2;\r
+ whiteRect.top = OUTER_MARGIN;\r
+ whiteRect.bottom = whiteRect.top + logoHeight;\r
+\r
+ blackRect.right = rightLogoRect.left;\r
+ blackRect.left = whiteRect.right + INNER_MARGIN;\r
+ blackRect.top = whiteRect.top;\r
+ blackRect.bottom = whiteRect.bottom;\r
+ } else {\r
+ whiteRect.left = OUTER_MARGIN;\r
+ whiteRect.right = whiteRect.left + boardWidth/2 - INNER_MARGIN/2;\r
+ whiteRect.top = OUTER_MARGIN;\r
+ whiteRect.bottom = whiteRect.top + clockSize.cy;\r
\r
- blackRect.left = whiteRect.right + INNER_MARGIN;\r
- blackRect.right = blackRect.left + boardWidth/2 - 1;\r
- blackRect.top = whiteRect.top;\r
- blackRect.bottom = whiteRect.bottom;\r
+ blackRect.left = whiteRect.right + INNER_MARGIN;\r
+ blackRect.right = blackRect.left + boardWidth/2 - 1;\r
+ blackRect.top = whiteRect.top;\r
+ blackRect.bottom = whiteRect.bottom;\r
+ }\r
\r
- messageRect.left = whiteRect.left + MESSAGE_LINE_LEFTMARGIN;\r
+ messageRect.left = OUTER_MARGIN + MESSAGE_LINE_LEFTMARGIN;\r
if (appData.showButtonBar) {\r
- messageRect.right = blackRect.right\r
+ messageRect.right = OUTER_MARGIN + boardWidth // [HGM] logo: expressed independent of clock placement\r
- N_BUTTONS*BUTTON_WIDTH - MESSAGE_LINE_LEFTMARGIN;\r
} else {\r
- messageRect.right = blackRect.right;\r
+ messageRect.right = OUTER_MARGIN + boardWidth;\r
}\r
messageRect.top = whiteRect.bottom + INNER_MARGIN;\r
messageRect.bottom = messageRect.top + messageSize.cy;\r
\r
- boardRect.left = whiteRect.left;\r
+ boardRect.left = OUTER_MARGIN;\r
boardRect.right = boardRect.left + boardWidth;\r
boardRect.top = messageRect.bottom + INNER_MARGIN;\r
boardRect.bottom = boardRect.top + boardHeight;\r
\r
sizeInfo[boardSize].cliWidth = boardRect.right + OUTER_MARGIN;\r
sizeInfo[boardSize].cliHeight = boardRect.bottom + OUTER_MARGIN;\r
+ if(suppressVisibleEffects) return; // [HGM] when called for filling sizeInfo only\r
winWidth = 2 * GetSystemMetrics(SM_CXFRAME) + boardRect.right + OUTER_MARGIN;\r
winHeight = 2 * GetSystemMetrics(SM_CYFRAME) + GetSystemMetrics(SM_CYMENU) +\r
GetSystemMetrics(SM_CYCAPTION) + boardRect.bottom + OUTER_MARGIN;\r
boardRect.top + lineGap / 2 + (i * (squareSize + lineGap));\r
gridEndpoints[i*2 + 1].x = boardRect.left + lineGap / 2 +\r
BOARD_WIDTH * (squareSize + lineGap);\r
- lineGap / 2 + (i * (squareSize + lineGap));\r
gridVertexCounts[i*2] = gridVertexCounts[i*2 + 1] = 2;\r
}\r
for (i = 0; i < BOARD_WIDTH + 1; i++) {\r
}\r
}\r
\r
+ fontBitmapSquareSize = 0; /* [HGM] render: make sure pieces will be recreated, as we might need others now */\r
// Orthodox Chess pieces\r
pieceBitmap[0][WhitePawn] = DoLoadBitmap(hInst, "p", squareSize, "s");\r
pieceBitmap[0][WhiteKnight] = DoLoadBitmap(hInst, "n", squareSize, "s");\r
CreatePiecesFromFont();\r
\r
if( fontBitmapSquareSize == squareSize ) {\r
- int index = TranslatePieceToFontPiece( piece );\r
+ int index = TranslatePieceToFontPiece(piece);\r
\r
SelectObject( tmphdc, hPieceMask[ index ] );\r
\r
} else {\r
tmpSize = squareSize;\r
if(minorSize &&\r
- (piece >= (int)WhiteNightrider && piece <= WhiteGrasshopper ||\r
- piece >= (int)BlackNightrider && piece <= BlackGrasshopper) ) {\r
+ ((piece >= (int)WhiteNightrider && piece <= WhiteGrasshopper) ||\r
+ (piece >= (int)BlackNightrider && piece <= BlackGrasshopper)) ) {\r
/* [HGM] no bitmap available for promoted pieces in Crazyhouse */\r
/* Bitmaps of smaller size are substituted, but we have to align them */\r
x += (squareSize - minorSize)>>1;\r
if( (col + row) & 1 ) {\r
/* Lite square */\r
if( lite_w >= squareSize && lite_h >= squareSize ) {\r
- backTextureSquareInfo[row][col].x = col * (lite_w - squareSize) / BOARD_WIDTH;\r
- backTextureSquareInfo[row][col].y = row * (lite_h - squareSize) / BOARD_HEIGHT;\r
+ backTextureSquareInfo[row][col].x = col * (lite_w - squareSize) / (BOARD_WIDTH-1); /* [HGM] divide by size-1 in stead of size! */\r
+ backTextureSquareInfo[row][col].y = (BOARD_HEIGHT-1-row) * (lite_h - squareSize) / (BOARD_HEIGHT-1);\r
backTextureSquareInfo[row][col].mode = GetBackTextureMode(liteBackTextureMode);\r
}\r
}\r
else {\r
/* Dark square */\r
if( dark_w >= squareSize && dark_h >= squareSize ) {\r
- backTextureSquareInfo[row][col].x = col * (dark_w - squareSize) / BOARD_WIDTH;\r
- backTextureSquareInfo[row][col].y = row * (dark_h - squareSize) / BOARD_HEIGHT;\r
+ backTextureSquareInfo[row][col].x = col * (dark_w - squareSize) / (BOARD_WIDTH-1);\r
+ backTextureSquareInfo[row][col].y = (BOARD_HEIGHT-1-row) * (dark_h - squareSize) / (BOARD_HEIGHT-1);\r
backTextureSquareInfo[row][col].mode = GetBackTextureMode(darkBackTextureMode);\r
}\r
}\r
\r
/* [AS] Initialize background textures if needed */\r
if( liteBackTexture != NULL || darkBackTexture != NULL ) {\r
- if( backTextureSquareSize != squareSize ) {\r
+ static int backTextureBoardSize; /* [HGM] boardsize: also new texture if board format changed */\r
+ if( backTextureSquareSize != squareSize \r
+ || backTextureBoardSize != BOARD_WIDTH+BOARD_SIZE*BOARD_HEIGHT) {\r
+ backTextureBoardSize = BOARD_WIDTH+BOARD_SIZE*BOARD_HEIGHT;\r
backTextureSquareSize = squareSize;\r
RebuildTextureSquareInfo();\r
}\r
piece = board[row][column];\r
\r
square_color = ((column + row) % 2) == 1;\r
- if(!strcmp(appData.variant, "xiangqi") ) {\r
+ if( gameInfo.variant == VariantXiangqi ) {\r
square_color = !InPalace(row, column);\r
if(BOARD_HEIGHT&1) { if(row==BOARD_HEIGHT/2) square_color ^= 1; }\r
else if(row < BOARD_HEIGHT/2) square_color ^= 1;\r
}\r
}\r
if(column == BOARD_LEFT-1 ) /* left align */\r
- DisplayHoldingsCount(hdc, x, y, 0, (int) board[row][column]);\r
+ DisplayHoldingsCount(hdc, x, y, flipView, (int) board[row][column]);\r
else if( column == BOARD_RGHT) /* right align */\r
- DisplayHoldingsCount(hdc, x, y, 1, (int) board[row][column]);\r
+ DisplayHoldingsCount(hdc, x, y, !flipView, (int) board[row][column]);\r
else\r
if (appData.monoMode) {\r
if (piece == EmptySquare) {\r
else if( backTextureSquareInfo[row][column].mode > 0 ) {\r
/* [AS] Draw the square using a texture bitmap */\r
HBITMAP hbm = SelectObject( texture_hdc, square_color ? liteBackTexture : darkBackTexture );\r
+ int r = row, c = column; // [HGM] do not flip board in flipView\r
+ if(flipView) { r = BOARD_HEIGHT-1 - r; c = BOARD_WIDTH-1 - c; }\r
\r
DrawTile( x, y, \r
squareSize, squareSize, \r
hdc, \r
texture_hdc,\r
- backTextureSquareInfo[row][column].mode,\r
- backTextureSquareInfo[row][column].x,\r
- backTextureSquareInfo[row][column].y );\r
+ backTextureSquareInfo[r][c].mode,\r
+ backTextureSquareInfo[r][c].x,\r
+ backTextureSquareInfo[r][c].y );\r
\r
SelectObject( texture_hdc, hbm );\r
\r
#define MAX_CLIPS 200 /* more than enough */\r
\r
VOID\r
+DrawLogoOnDC(HDC hdc, RECT logoRect, ChessProgramState *cps)\r
+{\r
+// HBITMAP bufferBitmap;\r
+ BITMAP bi;\r
+// RECT Rect;\r
+ HDC tmphdc;\r
+ HBITMAP hbm;\r
+ int w = 100, h = 50;\r
+\r
+ if(cps->programLogo == NULL) return;\r
+// GetClientRect(hwndMain, &Rect);\r
+// bufferBitmap = CreateCompatibleBitmap(hdc, Rect.right-Rect.left+1,\r
+// Rect.bottom-Rect.top+1);\r
+ tmphdc = CreateCompatibleDC(hdc);\r
+ hbm = SelectObject(tmphdc, (HBITMAP) cps->programLogo);\r
+ if( GetObject( cps->programLogo, sizeof(bi), &bi ) > 0 ) {\r
+ w = bi.bmWidth;\r
+ h = bi.bmHeight;\r
+ }\r
+ StretchBlt(hdc, logoRect.left, logoRect.top, logoRect.right - logoRect.left, \r
+ logoRect.bottom - logoRect.top, tmphdc, 0, 0, w, h, SRCCOPY);\r
+ SelectObject(tmphdc, hbm);\r
+ DeleteDC(tmphdc);\r
+}\r
+\r
+VOID\r
HDCDrawPosition(HDC hdc, BOOLEAN repaint, Board board)\r
{\r
static Board lastReq, lastDrawn;\r
atomic, where the piece moves to an empty square and then\r
explodes. The old and new positions both had an empty square\r
at the destination, but animation has drawn a piece there and\r
- we have to remember to erase it. */\r
+ we have to remember to erase it. [HGM] moved until after setting lastDrawn */\r
lastDrawn[animInfo.to.y][animInfo.to.x] = animInfo.piece;\r
}\r
}\r
}\r
\r
/* Do all the drawing to the memory DC */\r
- DrawGridOnDC(hdcmem);\r
- DrawHighlightsOnDC(hdcmem);\r
- DrawBoardOnDC(hdcmem, board, tmphdc);\r
+ if(explodeInfo.radius) { // [HGM] atomic\r
+ HBRUSH oldBrush;\r
+ int x, y, r=(explodeInfo.radius * squareSize)/100;\r
+ board[explodeInfo.fromY][explodeInfo.fromX] = EmptySquare; // suppress display of capturer\r
+ SquareToPos(explodeInfo.toY, explodeInfo.toX, &x, &y);\r
+ x += squareSize/2;\r
+ y += squareSize/2;\r
+ if(!fullrepaint) {\r
+ clips[num_clips] = CreateRectRgn(x-r, y-r, x+r, y+r);\r
+ ExtSelectClipRgn(hdcmem, clips[num_clips++], RGN_OR);\r
+ }\r
+ DrawGridOnDC(hdcmem);\r
+ DrawHighlightsOnDC(hdcmem);\r
+ DrawBoardOnDC(hdcmem, board, tmphdc);\r
+ oldBrush = SelectObject(hdcmem, explodeBrush);\r
+ Ellipse(hdcmem, x-r, y-r, x+r, y+r);\r
+ SelectObject(hdcmem, oldBrush);\r
+ } else {\r
+ DrawGridOnDC(hdcmem);\r
+ DrawHighlightsOnDC(hdcmem);\r
+ DrawBoardOnDC(hdcmem, board, tmphdc);\r
+ }\r
+ if(logoHeight) {\r
+ DrawLogoOnDC(hdc, leftLogoRect, flipClock ? &second : &first);\r
+ DrawLogoOnDC(hdc, rightLogoRect, flipClock ? &first : &second);\r
+ }\r
\r
if( appData.highlightMoveWithArrow ) {\r
DrawArrowHighlight(hdcmem);\r
boardRect.right - boardRect.left,\r
boardRect.bottom - boardRect.top,\r
tmphdc, boardRect.left, boardRect.top, SRCCOPY);\r
-\r
if(saveDiagFlag) { \r
- BITMAP b; int i, j, m, w, wb, fac=0; char pData[1000000]; \r
+ BITMAP b; int i, j=0, m, w, wb, fac=0; char pData[1000000]; \r
BITMAPINFOHEADER bih; int color[16], nrColors=0;\r
\r
GetObject(bufferBitmap, sizeof(b), &b);\r
while(p&3) pData[p++] = 0;\r
}\r
fac = 3;\r
- wb = (wb+31>>5)<<2;\r
+ wb = ((wb+31)>>5)<<2;\r
}\r
// write BITMAPFILEHEADER\r
fprintf(diagFile, "BM");\r
SaveDiagram(f)\r
FILE *f;\r
{\r
- time_t tm;\r
- char *fen;\r
-\r
saveDiagFlag = 1; diagFile = f;\r
HDCDrawPosition(NULL, TRUE, NULL);\r
\r
PAINTSTRUCT ps;\r
HFONT oldFont;\r
\r
- if(hdc = BeginPaint(hwnd, &ps)) {\r
+ if((hdc = BeginPaint(hwnd, &ps))) {\r
if (IsIconic(hwnd)) {\r
DrawIcon(hdc, 2, 2, iconCurrent);\r
} else {\r
POINT pt;\r
static int recursive = 0;\r
HMENU hmenu;\r
- BOOLEAN needsRedraw = FALSE;\r
+// BOOLEAN needsRedraw = FALSE;\r
BOOLEAN saveAnimate;\r
BOOLEAN forceFullRepaint = IsFullRepaintPreferrable(); /* [AS] */\r
- static BOOLEAN sameAgain = FALSE;\r
+ static BOOLEAN sameAgain = FALSE, promotionChoice = FALSE;\r
ChessMove moveType;\r
\r
if (recursive) {\r
\r
switch (message) {\r
case WM_LBUTTONDOWN:\r
+ if(promotionChoice) { // we are waiting for a click to indicate promotion piece\r
+ promotionChoice = FALSE; // only one chance: if click not OK it is interpreted as cancel\r
+ if(appData.debugMode) fprintf(debugFP, "promotion click, x=%d, y=%d\n", x, y);\r
+ if(gameInfo.holdingsWidth && \r
+ (WhiteOnMove(currentMove) \r
+ ? x == BOARD_WIDTH-1 && y < gameInfo.holdingsSize && y > 0\r
+ : x == 0 && y >= BOARD_HEIGHT - gameInfo.holdingsSize && y < BOARD_HEIGHT-1) ) {\r
+ // click in right holdings, for determining promotion piece\r
+ ChessSquare p = boards[currentMove][y][x];\r
+ if(appData.debugMode) fprintf(debugFP, "square contains %d\n", (int)p);\r
+ if(p != EmptySquare) {\r
+ FinishMove(WhitePromotionQueen, fromX, fromY, toX, toY, ToLower(PieceToChar(p)));\r
+ fromX = fromY = -1;\r
+ break;\r
+ }\r
+ }\r
+ DrawPosition(FALSE, boards[currentMove]);\r
+ break;\r
+ }\r
ErrorPopDown();\r
sameAgain = FALSE;\r
if (y == -2) {\r
}\r
if (!appData.highlightLastMove) {\r
ClearHighlights();\r
- DrawPosition(forceFullRepaint || FALSE, NULL);\r
+ DrawPosition((int) (forceFullRepaint || FALSE), NULL);\r
}\r
fromX = fromY = -1;\r
dragInfo.start.x = dragInfo.start.y = -1;\r
} else if (x < 0 || y < 0\r
/* [HGM] block clicks between board and holdings */\r
|| x == BOARD_LEFT-1 || x == BOARD_RGHT\r
- || x == BOARD_LEFT-2 && y < BOARD_HEIGHT-gameInfo.holdingsSize\r
- || x == BOARD_RGHT+1 && y >= gameInfo.holdingsSize\r
+ || (x == BOARD_LEFT-2 && y < BOARD_HEIGHT-gameInfo.holdingsSize)\r
+ || (x == BOARD_RGHT+1 && y >= gameInfo.holdingsSize)\r
/* EditPosition, empty square, or different color piece;\r
click-click move is possible */\r
) {\r
/* [HGM] <popupFix> UserMoveEvent requires two calls now,\r
to make sure move is legal before showing promotion popup */\r
moveType = UserMoveTest(fromX, fromY, toX, toY, NULLCHAR);\r
+ if(moveType == AmbiguousMove) { /* [HGM] Edit-Position move executed */\r
+ fromX = fromY = -1; \r
+ ClearHighlights();\r
+ DrawPosition(FALSE, boards[currentMove]);\r
+ break; \r
+ } else \r
if(moveType != ImpossibleMove) {\r
/* [HGM] We use PromotionToKnight in Shogi to indicate frorced promotion */\r
if (moveType == WhitePromotionKnight || moveType == BlackPromotionKnight ||\r
- (moveType == WhitePromotionQueen || moveType == BlackPromotionQueen) &&\r
- appData.alwaysPromoteToQueen) {\r
+ ((moveType == WhitePromotionQueen || moveType == BlackPromotionQueen) &&\r
+ appData.alwaysPromoteToQueen)) {\r
FinishMove(moveType, fromX, fromY, toX, toY, 'q');\r
if (!appData.highlightLastMove) {\r
ClearHighlights();\r
DrawPosition(forceFullRepaint || FALSE, NULL);\r
/* [HGM] <popupFix> Popup calls FinishMove now.\r
If promotion to Q is legal, all are legal! */\r
+ if(gameInfo.variant == VariantSuper || gameInfo.variant == VariantGreat)\r
+ { ChessSquare p = boards[currentMove][fromY][fromX], q = boards[currentMove][toY][toX];\r
+ // kludge to temporarily execute move on display, wthout promotng yet\r
+ promotionChoice = TRUE;\r
+ boards[currentMove][fromY][fromX] = EmptySquare; // move Pawn to 8th rank\r
+ boards[currentMove][toY][toX] = p;\r
+ DrawPosition(FALSE, boards[currentMove]);\r
+ boards[currentMove][fromY][fromX] = p; // take back, but display stays\r
+ boards[currentMove][toY][toX] = q;\r
+ } else\r
PromotionPopup(hwnd);\r
} else { /* not a promotion */\r
if (appData.animate || appData.highlightLastMove) {\r
ClearHighlights();\r
}\r
FinishMove(moveType, fromX, fromY, toX, toY, NULLCHAR);\r
+ fromX = fromY = -1;\r
if (appData.animate && !appData.highlightLastMove) {\r
ClearHighlights();\r
DrawPosition(forceFullRepaint || FALSE, NULL);\r
saveAnimate = appData.animate; /* sorry, Hawk :) */\r
appData.animate = appData.animate && !appData.animateDragging;\r
moveType = UserMoveTest(fromX, fromY, toX, toY, NULLCHAR);\r
+ if(moveType == AmbiguousMove) { /* [HGM] Edit-Position move executed */\r
+ fromX = fromY = -1; \r
+ ClearHighlights();\r
+ DrawPosition(FALSE, boards[currentMove]);\r
+ break; \r
+ } else \r
if(moveType != ImpossibleMove) {\r
/* [HGM] use move type to determine if move is promotion.\r
Knight is Shogi kludge for mandatory promotion, Queen means choice */\r
if (moveType == WhitePromotionKnight || moveType == BlackPromotionKnight ||\r
- (moveType == WhitePromotionQueen || moveType == BlackPromotionQueen) &&\r
- appData.alwaysPromoteToQueen) \r
+ ((moveType == WhitePromotionQueen || moveType == BlackPromotionQueen) &&\r
+ appData.alwaysPromoteToQueen)) \r
FinishMove(moveType, fromX, fromY, toX, toY, 'q');\r
else \r
if (moveType == WhitePromotionQueen || moveType == BlackPromotionQueen ) {\r
DrawPosition(forceFullRepaint || FALSE, NULL);\r
+ if(gameInfo.variant == VariantSuper || gameInfo.variant == VariantGreat)\r
+ { ChessSquare p = boards[currentMove][fromY][fromX], q = boards[currentMove][toY][toX];\r
+ // kludge to temporarily execute move on display, wthout promotng yet\r
+ promotionChoice = TRUE;\r
+ boards[currentMove][fromY][fromX] = EmptySquare; // move Pawn to 8th rank\r
+ boards[currentMove][toY][toX] = p;\r
+ DrawPosition(FALSE, boards[currentMove]);\r
+ boards[currentMove][fromY][fromX] = p; // take back, but display stays\r
+ boards[currentMove][toY][toX] = q;\r
+ break;\r
+ } else\r
PromotionPopup(hwnd); /* [HGM] Popup now calls FinishMove */\r
- } else FinishMove(moveType, fromX, fromY, toX, toY, NULLCHAR);\r
+ } else {\r
+ if(saveAnimate /* ^$!%@#$!$ */ && gameInfo.variant == VariantAtomic \r
+ && (boards[currentMove][toY][toX] != EmptySquare || \r
+ moveType == WhiteCapturesEnPassant || \r
+ moveType == BlackCapturesEnPassant ) )\r
+ AnimateAtomicCapture(fromX, fromY, toX, toY, 20);\r
+ FinishMove(moveType, fromX, fromY, toX, toY, NULLCHAR);\r
+ }\r
}\r
if (gotPremove) SetPremoveHighlights(fromX, fromY, toX, toY);\r
appData.animate = saveAnimate;\r
}\r
break;\r
\r
+ case WM_MOUSEWHEEL: // [DM]\r
+ { static int lastDir = 0; // [HGM] build in some hysteresis to avoid spurious events\r
+ /* Mouse Wheel is being rolled forward\r
+ * Play moves forward\r
+ */\r
+ if((short)HIWORD(wParam) > 0 && currentMove < forwardMostMove) \r
+ { if(lastDir == 1) ForwardEvent(); else lastDir = 1; } // [HGM] suppress first event in direction\r
+ /* Mouse Wheel is being rolled backward\r
+ * Play moves backward\r
+ */\r
+ if((short)HIWORD(wParam) < 0 && currentMove > backwardMostMove) \r
+ { if(lastDir == -1) BackwardEvent(); else lastDir = -1; }\r
+ }\r
+ break;\r
+\r
case WM_MBUTTONDOWN:\r
case WM_RBUTTONDOWN:\r
ErrorPopDown();\r
CenterWindow(hDlg, GetWindow(hDlg, GW_OWNER));\r
ShowWindow(GetDlgItem(hDlg, PB_King), \r
(!appData.testLegality || gameInfo.variant == VariantSuicide ||\r
- gameInfo.variant == VariantGiveaway) ?\r
+ gameInfo.variant == VariantGiveaway || gameInfo.variant == VariantSuper ) ?\r
SW_SHOW : SW_HIDE);\r
/* [HGM] Only allow C & A promotions if these pieces are defined */\r
ShowWindow(GetDlgItem(hDlg, PB_Archbishop),\r
- (PieceToChar(WhiteAngel) >= 'A' &&\r
- PieceToChar(WhiteAngel) != '~' ||\r
- PieceToChar(BlackAngel) >= 'A' &&\r
- PieceToChar(BlackAngel) != '~' ) ?\r
+ ((PieceToChar(WhiteAngel) >= 'A' &&\r
+ PieceToChar(WhiteAngel) != '~') ||\r
+ (PieceToChar(BlackAngel) >= 'A' &&\r
+ PieceToChar(BlackAngel) != '~') ) ?\r
SW_SHOW : SW_HIDE);\r
ShowWindow(GetDlgItem(hDlg, PB_Chancellor), \r
- (PieceToChar(WhiteMarshall) >= 'A' &&\r
- PieceToChar(WhiteMarshall) != '~' ||\r
- PieceToChar(BlackMarshall) >= 'A' &&\r
- PieceToChar(BlackMarshall) != '~' ) ?\r
+ ((PieceToChar(WhiteMarshall) >= 'A' &&\r
+ PieceToChar(WhiteMarshall) != '~') ||\r
+ (PieceToChar(BlackMarshall) >= 'A' &&\r
+ PieceToChar(BlackMarshall) != '~') ) ?\r
SW_SHOW : SW_HIDE);\r
/* [HGM] Hide B & R button in Shogi, use Q as promote, N as defer */\r
ShowWindow(GetDlgItem(hDlg, PB_Rook),\r
ShowWindow(GetDlgItem(hDlg, IDC_No), \r
gameInfo.variant == VariantShogi ?\r
SW_SHOW : SW_HIDE);\r
+ ShowWindow(GetDlgItem(hDlg, IDC_Centaur), \r
+ gameInfo.variant == VariantSuper ?\r
+ SW_SHOW : SW_HIDE);\r
return TRUE;\r
\r
case WM_COMMAND: /* message: received a command */\r
DrawPosition(FALSE, NULL);\r
return TRUE;\r
case PB_King:\r
- promoChar = PieceToChar(BlackKing);\r
+ promoChar = gameInfo.variant == VariantSuper ? PieceToChar(BlackSilver) : PieceToChar(BlackKing);\r
break;\r
case PB_Queen:\r
promoChar = gameInfo.variant == VariantShogi ? '+' : PieceToChar(BlackQueen);\r
VOID\r
ToggleShowThinking()\r
{\r
- ShowThinkingEvent(!appData.showThinking);\r
+ appData.showThinking = !appData.showThinking;\r
+ ShowThinkingEvent();\r
}\r
\r
VOID\r
FILE *f;\r
UINT number;\r
char fileTitle[MSG_SIZ];\r
+ char buf[MSG_SIZ];\r
static SnapData sd;\r
\r
switch (message) {\r
case WM_MBUTTONUP:\r
case WM_RBUTTONUP:\r
case WM_MOUSEMOVE:\r
+ case WM_MOUSEWHEEL:\r
MouseEvent(hwnd, message, wParam, lParam);\r
break;\r
\r
\r
case IDM_AnalysisMode:\r
if (!first.analysisSupport) {\r
- char buf[MSG_SIZ];\r
sprintf(buf, "%s does not support analysis", first.tidy);\r
DisplayError(buf, 0);\r
} else {\r
+ /* [DM] icsEngineAnlyze [HGM] Why is this front-end??? */\r
+ if (appData.icsActive) {\r
+ if (gameMode != IcsObserving) {\r
+ sprintf(buf, "You are not observing a game");\r
+ DisplayError(buf, 0);\r
+ /* secure check */\r
+ if (appData.icsEngineAnalyze) {\r
+ if (appData.debugMode) \r
+ fprintf(debugFP, "Found unexpected active ICS engine analyze \n");\r
+ ExitAnalyzeMode();\r
+ ModeHighlight();\r
+ break;\r
+ }\r
+ break;\r
+ } else {\r
+ /* if enable, user want disable icsEngineAnalyze */\r
+ if (appData.icsEngineAnalyze) {\r
+ ExitAnalyzeMode();\r
+ ModeHighlight();\r
+ break;\r
+ }\r
+ appData.icsEngineAnalyze = TRUE;\r
+ if (appData.debugMode) fprintf(debugFP, "ICS engine analyze starting...\n");\r
+ }\r
+ } \r
if (!appData.showThinking) ToggleShowThinking();\r
AnalyzeModeEvent();\r
}\r
case IDM_FlipClock:\r
flipClock = !flipClock;\r
DisplayBothClocks();\r
+ DrawPosition(FALSE, NULL);\r
break;\r
\r
case IDM_GeneralOptions:\r
AutoPlayGameLoop(); /* call into back end */\r
break;\r
case ANALYSIS_TIMER_ID:\r
- if ((gameMode == AnalyzeMode || gameMode == AnalyzeFile) && \r
- appData.periodicUpdates) {\r
+ if ((gameMode == AnalyzeMode || gameMode == AnalyzeFile\r
+ || appData.icsEngineAnalyze) && appData.periodicUpdates) {\r
AnalysisPeriodicEvent(0);\r
} else {\r
KillTimer(hwnd, analysisTimerEvent);\r
\r
/* [AS] Also move "attached" child windows */\r
case WM_WINDOWPOSCHANGING:\r
+\r
if( hwnd == hwndMain && appData.useStickyWindows ) {\r
LPWINDOWPOS lpwp = (LPWINDOWPOS) lParam;\r
\r
/* Window is moving */\r
RECT rcMain;\r
\r
- GetWindowRect( hwnd, &rcMain );\r
+// GetWindowRect( hwnd, &rcMain ); //[HGM] sticky: in XP this returned new position, not old\r
+ rcMain.left = boardX; // replace by these 4 lines to reconstruct old rect\r
+ rcMain.right = boardX + winWidth;\r
+ rcMain.top = boardY;\r
+ rcMain.bottom = boardY + winHeight;\r
\r
ReattachAfterMove( &rcMain, lpwp->x, lpwp->y, moveHistoryDialog, &wpMoveHistory );\r
ReattachAfterMove( &rcMain, lpwp->x, lpwp->y, evalGraphDialog, &wpEvalGraph );\r
ReattachAfterMove( &rcMain, lpwp->x, lpwp->y, engineOutputDialog, &wpEngineOutput );\r
+ boardX = lpwp->x;\r
+ boardY = lpwp->y;\r
}\r
}\r
break;\r
\r
/* [AS] Snapping */\r
case WM_ENTERSIZEMOVE:\r
+ if(appData.debugMode) { fprintf(debugFP, "size-move\n"); }\r
if (hwnd == hwndMain) {\r
doingSizing = TRUE;\r
lastSizing = 0;\r
break;\r
\r
case WM_SIZING:\r
+ if(appData.debugMode) { fprintf(debugFP, "sizing\n"); }\r
if (hwnd == hwndMain) {\r
lastSizing = wParam;\r
}\r
break;\r
\r
case WM_MOVING:\r
+ if(appData.debugMode) { fprintf(debugFP, "moving\n"); }\r
return OnMoving( &sd, hwnd, wParam, lParam );\r
\r
case WM_EXITSIZEMOVE:\r
+ if(appData.debugMode) { fprintf(debugFP, "exit size-move, size = %d\n", squareSize); }\r
if (hwnd == hwndMain) {\r
RECT client;\r
doingSizing = FALSE;\r
GetClientRect(hwnd, &client);\r
ResizeBoard(client.right, client.bottom, lastSizing);\r
lastSizing = 0;\r
+ if(appData.debugMode) { fprintf(debugFP, "square size = %d\n", squareSize); }\r
}\r
return OnExitSizeMove( &sd, hwnd, wParam, lParam );\r
break;\r
{\r
EnableWindow(GetDlgItem(hDlg, OPT_ChessEngineName),\r
IsDlgButtonChecked(hDlg, OPT_ChessEngine) ||\r
- appData.zippyPlay && IsDlgButtonChecked(hDlg, OPT_ChessServer));\r
+ (appData.zippyPlay && IsDlgButtonChecked(hDlg, OPT_ChessServer)));\r
EnableWindow(GetDlgItem(hDlg, OPT_SecondChessEngineName),\r
IsDlgButtonChecked(hDlg, OPT_ChessEngine));\r
EnableWindow(GetDlgItem(hDlg, OPT_ChessServerName),\r
GothicPopUp(char *title, VariantClass variant)\r
{\r
FARPROC lpProc;\r
- char *p, *q;\r
- BOOLEAN modal = hwndMain == NULL;\r
static char *lastTitle;\r
\r
strncpy(errorTitle, title, sizeof(errorTitle));\r
void\r
ParseIcsTextMenu(char *icsTextMenuString)\r
{\r
- int flags = 0;\r
+// int flags = 0;\r
IcsTextMenuEntry *e = icsTextMenuEntry;\r
char *p = icsTextMenuString;\r
while (e->item != NULL && e < icsTextMenuEntry + ICS_TEXT_MENU_SIZE) {\r
ConsoleWndProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)\r
{\r
static SnapData sd;\r
- static HWND hText, hInput, hFocus;\r
- InputSource *is = consoleInputSource;\r
+ static HWND hText, hInput /*, hFocus*/;\r
+// InputSource *is = consoleInputSource;\r
RECT rect;\r
static int sizeX, sizeY;\r
int newSizeX, newSizeY;\r
wp.rcNormalPosition.bottom = consoleY + consoleH;\r
SetWindowPlacement(hDlg, &wp);\r
}\r
+#if 0 \r
+ // [HGM] Chessknight's change 2004-07-13\r
+ else { /* Determine Defaults */\r
+ WINDOWPLACEMENT wp;\r
+ consoleX = winWidth + 1;\r
+ consoleY = boardY;\r
+ consoleW = screenWidth - winWidth;\r
+ consoleH = winHeight;\r
+ EnsureOnScreen(&consoleX, &consoleY);\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 = consoleX;\r
+ wp.rcNormalPosition.right = consoleX + consoleW;\r
+ wp.rcNormalPosition.top = consoleY;\r
+ wp.rcNormalPosition.bottom = consoleY + consoleH;\r
+ SetWindowPlacement(hDlg, &wp);\r
+ }\r
+#endif\r
return FALSE;\r
\r
case WM_SETFOCUS:\r
if (tinyLayout)\r
sprintf(buf, "%c %s %s", color[0], TimeString(timeRemaining), flagFell);\r
else\r
- sprintf(buf, "%s: %s %s", color, TimeString(timeRemaining), flagFell);\r
+ sprintf(buf, "%s:%c%s %s", color, (logoHeight>0 ? 0 : ' '), TimeString(timeRemaining), flagFell);\r
str = buf;\r
} else {\r
str = color;\r
ExtTextOut(hdc, rect->left + MESSAGE_LINE_LEFTMARGIN,\r
rect->top, ETO_CLIPPED|ETO_OPAQUE,\r
rect, str, strlen(str), NULL);\r
-\r
+ if(logoHeight > 0 && appData.clockMode) {\r
+ RECT r;\r
+ sprintf(buf, "%s %s", TimeString(timeRemaining), flagFell);\r
+ r.top = rect->top + logoHeight/2;\r
+ r.left = rect->left;\r
+ r.right = rect->right;\r
+ r.bottom = rect->bottom;\r
+ ExtTextOut(hdc, rect->left + MESSAGE_LINE_LEFTMARGIN,\r
+ r.top, ETO_CLIPPED|ETO_OPAQUE,\r
+ &r, str, strlen(str), NULL);\r
+ }\r
(void) SetTextColor(hdc, oldFg);\r
(void) SetBkColor(hdc, oldBg);\r
(void) SelectObject(hdc, oldFont);\r
\r
if( p >= is->next ) {\r
if (appData.debugMode) {\r
- fprintf( debugFP, "Input line exceeded buffer size (source id=%u)\n", is->id );\r
+ fprintf( debugFP, "Input line exceeded buffer size (source id=%lu)\n", is->id );\r
}\r
\r
is->error = ERROR_BROKEN_PIPE; /* [AS] Just any non-successful code! */\r
CloseHandle(is->hFile);\r
\r
if (appData.debugMode) {\r
- fprintf( debugFP, "Input thread terminated (id=%u, error=%d, count=%d)\n", is->id, is->error, is->count );\r
+ fprintf( debugFP, "Input thread terminated (id=%lu, error=%d, count=%ld)\n", is->id, is->error, is->count );\r
}\r
\r
return 0;\r
{ IDM_MachineWhite, MF_BYCOMMAND|MF_GRAYED },\r
{ IDM_MachineBlack, MF_BYCOMMAND|MF_GRAYED },\r
{ IDM_TwoMachines, MF_BYCOMMAND|MF_GRAYED },\r
- { IDM_AnalysisMode, MF_BYCOMMAND|MF_GRAYED },\r
+ { IDM_AnalysisMode, MF_BYCOMMAND|MF_ENABLED },\r
{ IDM_AnalyzeFile, MF_BYCOMMAND|MF_GRAYED },\r
{ IDM_TimeControl, MF_BYCOMMAND|MF_GRAYED },\r
{ IDM_MoveNow, MF_BYCOMMAND|MF_GRAYED },\r
}\r
\r
prevChecked = nowChecked;\r
+\r
+ /* [DM] icsEngineAnalyze - Do a sceure check too */\r
+ if (appData.icsActive) {\r
+ if (appData.icsEngineAnalyze) {\r
+ (void) CheckMenuItem(GetMenu(hwndMain), IDM_AnalysisMode,\r
+ MF_BYCOMMAND|MF_CHECKED);\r
+ } else {\r
+ (void) CheckMenuItem(GetMenu(hwndMain), IDM_AnalysisMode,\r
+ MF_BYCOMMAND|MF_UNCHECKED);\r
+ }\r
+ }\r
}\r
\r
VOID\r
#ifdef ZIPPY\r
if (appData.zippyPlay) {\r
SetMenuEnables(hmenu, zippyEnables);\r
+ if (!appData.noChessProgram) /* [DM] icsEngineAnalyze */\r
+ (void) EnableMenuItem(GetMenu(hwndMain), IDM_AnalysisMode,\r
+ MF_BYCOMMAND|MF_ENABLED);\r
}\r
#endif\r
}\r
}\r
messageText[MESSAGE_TEXT_MAX - 1] = NULLCHAR;\r
\r
- if (IsIconic(hwndMain)) return;\r
+ if (hwndMain == NULL || IsIconic(hwndMain)) return;\r
hdc = GetDC(hwndMain);\r
oldFont = SelectObject(hdc, font[boardSize][MESSAGE_FONT]->hf);\r
ExtTextOut(hdc, messageRect.left, messageRect.top, ETO_CLIPPED|ETO_OPAQUE,\r
{\r
char * pc = lpUserGLT;\r
int idx = 0;\r
- int cnt = (int) SendDlgItemMessage( hDlg, IDC_GameListTags, LB_GETCOUNT, 0, 0 );\r
+// int cnt = (int) SendDlgItemMessage( hDlg, IDC_GameListTags, LB_GETCOUNT, 0, 0 );\r
char id;\r
\r
do {\r
DisplayWhiteClock(long timeRemaining, int highlight)\r
{\r
HDC hdc;\r
- hdc = GetDC(hwndMain);\r
char *flag = whiteFlag && gameMode == TwoMachinesPlay ? "(!)" : "";\r
\r
+ if(appData.noGUI) return;\r
+ hdc = GetDC(hwndMain);\r
if (!IsIconic(hwndMain)) {\r
- DisplayAClock(hdc, timeRemaining, highlight, flipClock ? &blackRect : &whiteRect, "White", flag);\r
+ DisplayAClock(hdc, timeRemaining, highlight, \r
+ flipClock ? &blackRect : &whiteRect, "White", flag);\r
}\r
if (highlight && iconCurrent == iconBlack) {\r
iconCurrent = iconWhite;\r
HDC hdc;\r
char *flag = blackFlag && gameMode == TwoMachinesPlay ? "(!)" : "";\r
\r
+ if(appData.noGUI) return;\r
hdc = GetDC(hwndMain);\r
if (!IsIconic(hwndMain)) {\r
- DisplayAClock(hdc, timeRemaining, highlight, flipClock ? &whiteRect : &blackRect, "Black", flag);\r
+ DisplayAClock(hdc, timeRemaining, highlight, \r
+ flipClock ? &whiteRect : &blackRect, "Black", flag);\r
}\r
if (highlight && iconCurrent == iconWhite) {\r
iconCurrent = iconBlack;\r
}\r
}\r
\r
+DWORD GetWin32Priority(int nice)\r
+{ // [HGM] nice: translate Unix nice() value to indows priority class. (Code stolen from Polyglot 1.4w11)\r
+/*\r
+REALTIME_PRIORITY_CLASS 0x00000100\r
+HIGH_PRIORITY_CLASS 0x00000080\r
+ABOVE_NORMAL_PRIORITY_CLASS 0x00008000\r
+NORMAL_PRIORITY_CLASS 0x00000020\r
+BELOW_NORMAL_PRIORITY_CLASS 0x00004000\r
+IDLE_PRIORITY_CLASS 0x00000040\r
+*/\r
+ if (nice < -15) return 0x00000080;\r
+ if (nice < 0) return 0x00008000;\r
+ if (nice == 0) return 0x00000020;\r
+ if (nice < 15) return 0x00004000;\r
+ return 0x00000040;\r
+}\r
+\r
/* Start a child process running the given program.\r
The process's standard output can be read from "from", and its\r
standard input can be written to "to".\r
return err;\r
}\r
\r
+ if (appData.niceEngines){ // [HGM] nice: adjust engine proc priority\r
+ if(appData.debugMode) fprintf(debugFP, "nice engine proc to %d\n", appData.niceEngines);\r
+ SetPriorityClass(piProcInfo.hProcess, GetWin32Priority(appData.niceEngines));\r
+ }\r
+\r
/* Close the handles we don't need in the parent */\r
CloseHandle(piProcInfo.hThread);\r
CloseHandle(hChildStdinRd);\r
result = TerminateProcess( cp->hProcess, 0 );\r
\r
if ( appData.debugMode) {\r
- fprintf( debugFP, "Terminating process %u, result=%d\n", cp->pid, result );\r
+ fprintf( debugFP, "Terminating process %lu, result=%d\n", cp->pid, result );\r
}\r
}\r
else if( signal == 10 ) {\r
result = TerminateProcess( cp->hProcess, 0 );\r
\r
if ( appData.debugMode) {\r
- fprintf( debugFP, "Process %u still alive after timeout, killing... result=%d\n", cp->pid, result );\r
+ fprintf( debugFP, "Process %lu still alive after timeout, killing... result=%d\n", cp->pid, result );\r
}\r
\r
}\r
case WM_COMMAND: /* message: received a command */\r
switch (LOWORD(wParam)) {\r
case IDCANCEL:\r
+ if (appData.icsActive && appData.icsEngineAnalyze) { /* [DM] icsEngineAnalyze */\r
+ ExitAnalyzeMode();\r
+ ModeHighlight();\r
+ return TRUE;\r
+ }\r
EditGameEvent();\r
return TRUE;\r
default:\r
POINT frames[], int * nFrames);\r
\r
\r
+void\r
+AnimateAtomicCapture(int fromX, int fromY, int toX, int toY, int nFrames)\r
+{ // [HGM] atomic: animate blast wave\r
+ int i;\r
+if(appData.debugMode) fprintf(debugFP, "exploding (%d,%d)\n", toX, toY);\r
+ explodeInfo.fromX = fromX;\r
+ explodeInfo.fromY = fromY;\r
+ explodeInfo.toX = toX;\r
+ explodeInfo.toY = toY;\r
+ for(i=1; i<nFrames; i++) {\r
+ explodeInfo.radius = (i*180)/(nFrames-1);\r
+ DrawPosition(FALSE, NULL);\r
+ Sleep(appData.animSpeed);\r
+ }\r
+ explodeInfo.radius = 0;\r
+ DrawPosition(TRUE, NULL);\r
+}\r
+\r
#define kFactor 4\r
\r
void\r
animInfo.pos = finish;\r
DrawPosition(FALSE, NULL);\r
animInfo.piece = EmptySquare;\r
+ if(gameInfo.variant == VariantAtomic && \r
+ (board[toY][toX] != EmptySquare || fromX != toX && (piece == WhitePawn || piece == BlackPawn) ) )\r
+ AnimateAtomicCapture(fromX, fromY, toX, toY, 2*nFrames);\r
}\r
\r
/* Convert board position to corner of screen rect and color */\r