* Massachusetts.
*
* Enhancements Copyright 1992-2001, 2002, 2003, 2004, 2005, 2006,
- * 2007, 2008, 2009, 2010 Free Software Foundation, Inc.
+ * 2007, 2008, 2009, 2010, 2011 Free Software Foundation, Inc.
*
* The following terms apply to Digital Equipment Corporation's copyright
* interest in XBoard:
#include <sys/types.h>
#include <sys/stat.h>
#include <pwd.h>
+#include <math.h>
#if !OMIT_SOCKETS
# if HAVE_SYS_SOCKET_H
Cardinal *nprms));
void HighlightLastMoveProc P((Widget w, XEvent *event, String *prms,
Cardinal *nprms));
+void HighlightArrowProc P((Widget w, XEvent *event, String *prms,
+ Cardinal *nprms));
void MoveSoundProc P((Widget w, XEvent *event, String *prms, Cardinal *nprms));
void IcsAlarmProc P((Widget w, XEvent *event, String *prms, Cardinal *nprms));
-void OldSaveStyleProc P((Widget w, XEvent *event, String *prms,
- Cardinal *nprms));
+void OneClickProc P((Widget w, XEvent *event, String *prms, Cardinal *nprms));
void PeriodicUpdatesProc P((Widget w, XEvent *event, String *prms,
Cardinal *nprms));
void PonderNextMoveProc P((Widget w, XEvent *event, String *prms,
void update_ics_width P(());
int get_term_width P(());
int CopyMemoProc P(());
+void DrawArrowHighlight P((int fromX, int fromY, int toX,int toY));
+Boolean IsDrawArrowEnabled P(());
+
/*
* XBoard depends on Xt R4 or higher
*/
// {N_("Load Next Game"), "Load Next Game", LoadNextGameProc},
// {N_("Load Previous Game"), "Load Previous Game", LoadPrevGameProc},
// {N_("Reload Same Game"), "Reload Same Game", ReloadGameProc},
+ {N_("Next Position Shift+PgDn"), "Load Next Position", LoadNextPositionProc},
+ {N_("Prev Position Shift+PgUp"), "Load Previous Position", LoadPrevPositionProc},
{"----", NULL, NothingProc},
-// {N_("Load Next Position"), "Load Next Position", LoadNextPositionProc},
-// {N_("Load Previous Position"), "Load Previous Position", LoadPrevPositionProc},
// {N_("Reload Same Position"), "Reload Same Position", ReloadPositionProc},
{N_("Save Game Ctrl+S"), "Save Game", SaveGameProc},
{N_("Save Position Ctrl+Shift+S"), "Save Position", SavePositionProc},
{N_("Highlight Dragging"), "Highlight Dragging", HighlightDraggingProc},
#endif
{N_("Highlight Last Move"), "Highlight Last Move", HighlightLastMoveProc},
+ {N_("Highlight With Arrow"), "Arrow", HighlightArrowProc},
{N_("Move Sound"), "Move Sound", MoveSoundProc},
{N_("ICS Alarm"), "ICS Alarm", IcsAlarmProc},
- {N_("Old Save Style"), "Old Save Style", OldSaveStyleProc},
+ {N_("One-Click Moving"), "OneClick", OneClickProc},
{N_("Periodic Updates"), "Periodic Updates", PeriodicUpdatesProc},
{N_("Ponder Next Move Ctrl+Shift+P"), "Ponder Next Move", PonderNextMoveProc},
{N_("Popup Exit Message"), "Popup Exit Message", PopupExitMessageProc},
{ "HighlightLastMoveProc", HighlightLastMoveProc },
{ "IcsAlarmProc", IcsAlarmProc },
{ "MoveSoundProc", MoveSoundProc },
- { "OldSaveStyleProc", OldSaveStyleProc },
{ "PeriodicUpdatesProc", PeriodicUpdatesProc },
{ "PonderNextMoveProc", PonderNextMoveProc },
{ "PopupExitMessageProc", PopupExitMessageProc },
:Ctrl<Key>c: CopyGameProc() \n \
:Ctrl<Key>v: PasteGameProc() \n \
:Ctrl<Key>O: LoadPositionProc() \n \
- :Shift Meta<Key>Next: LoadNextPositionProc() \n \
- :Shift Meta<Key>Prior: LoadPrevPositionProc() \n \
+ :Shift<Key>Next: LoadNextPositionProc() \n \
+ :Shift<Key>Prior: LoadPrevPositionProc() \n \
:Ctrl<Key>S: SavePositionProc() \n \
:Ctrl<Key>C: CopyPositionProc() \n \
:Ctrl<Key>V: PastePositionProc() \n \
"menuOptions.Highlight Last Move"),
args, 1);
}
+ if (appData.highlightMoveWithArrow) {
+ XtSetValues(XtNameToWidget(menuBarWidget,
+ "menuOptions.Arrow"),
+ args, 1);
+ }
if (appData.icsAlarm) {
XtSetValues(XtNameToWidget(menuBarWidget, "menuOptions.ICS Alarm"),
args, 1);
XtSetValues(XtNameToWidget(menuBarWidget, "menuOptions.Move Sound"),
args, 1);
}
- if (appData.oldSaveStyle) {
+ if (appData.oneClick) {
XtSetValues(XtNameToWidget(menuBarWidget,
- "menuOptions.Old Save Style"), args, 1);
+ "menuOptions.OneClick"), args, 1);
}
if (appData.periodicUpdates) {
XtSetValues(XtNameToWidget(menuBarWidget,
}
// [HGM] code borrowed from winboard.c (which should thus go to backend.c!)
-#define HISTORY_SIZE 64\r
-static char *history[HISTORY_SIZE];\r
-int histIn = 0, histP = 0;\r
-\r
-void\r
-SaveInHistory(char *cmd)\r
-{\r
- if (history[histIn] != NULL) {\r
- free(history[histIn]);\r
- history[histIn] = NULL;\r
- }\r
- if (*cmd == NULLCHAR) return;\r
- history[histIn] = StrSave(cmd);\r
- histIn = (histIn + 1) % HISTORY_SIZE;\r
- if (history[histIn] != NULL) {\r
- free(history[histIn]);\r
- history[histIn] = NULL;\r
- }\r
- histP = histIn;\r
-}\r
-\r
-char *\r
-PrevInHistory(char *cmd)\r
-{\r
- int newhp;\r
- if (histP == histIn) {\r
- if (history[histIn] != NULL) free(history[histIn]);\r
- history[histIn] = StrSave(cmd);\r
- }\r
- newhp = (histP - 1 + HISTORY_SIZE) % HISTORY_SIZE;\r
- if (newhp == histIn || history[newhp] == NULL) return NULL;\r
- histP = newhp;\r
- return history[histP];\r
-}\r
-\r
-char *\r
-NextInHistory()\r
-{\r
- if (histP == histIn) return NULL;\r
- histP = (histP + 1) % HISTORY_SIZE;\r
- return history[histP]; \r
-}
-// end of borrowed code\r
-\r
+#define HISTORY_SIZE 64
+static char *history[HISTORY_SIZE];
+int histIn = 0, histP = 0;
+
+void
+SaveInHistory(char *cmd)
+{
+ if (history[histIn] != NULL) {
+ free(history[histIn]);
+ history[histIn] = NULL;
+ }
+ if (*cmd == NULLCHAR) return;
+ history[histIn] = StrSave(cmd);
+ histIn = (histIn + 1) % HISTORY_SIZE;
+ if (history[histIn] != NULL) {
+ free(history[histIn]);
+ history[histIn] = NULL;
+ }
+ histP = histIn;
+}
+
+char *
+PrevInHistory(char *cmd)
+{
+ int newhp;
+ if (histP == histIn) {
+ if (history[histIn] != NULL) free(history[histIn]);
+ history[histIn] = StrSave(cmd);
+ }
+ newhp = (histP - 1 + HISTORY_SIZE) % HISTORY_SIZE;
+ if (newhp == histIn || history[newhp] == NULL) return NULL;
+ histP = newhp;
+ return history[histP];
+}
+
+char *
+NextInHistory()
+{
+ if (histP == histIn) return NULL;
+ histP = (histP + 1) % HISTORY_SIZE;
+ return history[histP];
+}
+// end of borrowed code
+
#define Abs(n) ((n)<0 ? -(n) : (n))
/*
String *prms;
Cardinal *nprms;
{
- if (gameMode == EditPosition || gameMode == IcsExamining) {
- SetWhiteToPlayEvent();
- } else if (gameMode == IcsPlayingBlack || gameMode == MachinePlaysWhite) {
- CallFlagEvent();
- }
+ ClockClick(0);
}
void BlackClock(w, event, prms, nprms)
String *prms;
Cardinal *nprms;
{
- if (gameMode == EditPosition || gameMode == IcsExamining) {
- SetBlackToPlayEvent();
- } else if (gameMode == IcsPlayingWhite || gameMode == MachinePlaysBlack) {
- CallFlagEvent();
- }
+ ClockClick(1);
}
}
break;
case MotionNotify:
- if(SeekGraphClick(Press, event->xbutton.x, event->xbutton.y, 1)) break;\r
+ if(SeekGraphClick(Press, event->xbutton.x, event->xbutton.y, 1)) break;
default:
return;
}
* but this causes a very distracting flicker.
*/
+ if ( lineGap && IsDrawArrowEnabled()) repaint = True;
if (!repaint && lastBoardValid[nr] && (nr == 1 || lastFlipView == flipView)) {
/* If too much changes (begin observing new game, etc.), don't
if (hi2X >= 0 && hi2Y >= 0) {
drawHighlight(hi2X, hi2Y, highlineGC);
}
+ DrawArrowHighlight(hi1X, hi1Y, hi2X, hi2Y);
}
/* If piece being dragged around board, must redraw that too */
DrawDragPiece();
layout, args, j);
if(gameInfo.variant != VariantShogi) {
+ if(gameInfo.variant == VariantSpartan && !WhiteOnMove(currentMove)) {
+ XawDialogAddButton(dialog, _("Warlord"), PromotionCallback,
+ (XtPointer) dialog);
+ XawDialogAddButton(dialog, _("General"), PromotionCallback,
+ (XtPointer) dialog);
+ XawDialogAddButton(dialog, _("Lieutenant"), PromotionCallback,
+ (XtPointer) dialog);
+ XawDialogAddButton(dialog, _("Captain"), PromotionCallback,
+ (XtPointer) dialog);
+ } else {\r
XawDialogAddButton(dialog, _("Queen"), PromotionCallback,
(XtPointer) dialog);
XawDialogAddButton(dialog, _("Rook"), PromotionCallback,
(XtPointer) dialog);
XawDialogAddButton(dialog, _("Knight"), PromotionCallback,
(XtPointer) dialog);
+ }
if (!appData.testLegality || gameInfo.variant == VariantSuicide ||
+ gameInfo.variant == VariantSpartan && !WhiteOnMove(currentMove) ||\r
gameInfo.variant == VariantGiveaway) {
XawDialogAddButton(dialog, _("King"), PromotionCallback,
(XtPointer) dialog);
"menuOptions.Highlight Last Move"), args, 1);
}
+void HighlightArrowProc(w, event, prms, nprms)
+ Widget w;
+ XEvent *event;
+ String *prms;
+ Cardinal *nprms;
+{
+ Arg args[16];
+
+ appData.highlightMoveWithArrow = !appData.highlightMoveWithArrow;
+
+ if (appData.highlightMoveWithArrow) {
+ XtSetArg(args[0], XtNleftBitmap, xMarkPixmap);
+ } else {
+ XtSetArg(args[0], XtNleftBitmap, None);
+ }
+ XtSetValues(XtNameToWidget(menuBarWidget,
+ "menuOptions.Arrow"), args, 1);
+}
+
void IcsAlarmProc(w, event, prms, nprms)
Widget w;
XEvent *event;
args, 1);
}
-
-void OldSaveStyleProc(w, event, prms, nprms)
+void OneClickProc(w, event, prms, nprms)
Widget w;
XEvent *event;
String *prms;
{
Arg args[16];
- appData.oldSaveStyle = !appData.oldSaveStyle;
+ appData.oneClick = !appData.oneClick;
- if (appData.oldSaveStyle) {
+ if (appData.oneClick) {
XtSetArg(args[0], XtNleftBitmap, xMarkPixmap);
} else {
XtSetArg(args[0], XtNleftBitmap, None);
}
- XtSetValues(XtNameToWidget(menuBarWidget, "menuOptions.Old Save Style"),
+ XtSetValues(XtNameToWidget(menuBarWidget, "menuOptions.OneClick"),
args, 1);
}
{
update_ics_width();
}
+
+/* [AS] Arrow highlighting support */
+
+static double A_WIDTH = 5; /* Width of arrow body */
+
+#define A_HEIGHT_FACTOR 6 /* Length of arrow "point", relative to body width */
+#define A_WIDTH_FACTOR 3 /* Width of arrow "point", relative to body width */
+
+static double Sqr( double x )
+{
+ return x*x;
+}
+
+static int Round( double x )
+{
+ return (int) (x + 0.5);
+}
+
+void SquareToPos(int rank, int file, int *x, int *y)
+{
+ if (flipView) {
+ *x = lineGap + ((BOARD_WIDTH-1)-file) * (squareSize + lineGap);
+ *y = lineGap + rank * (squareSize + lineGap);
+ } else {
+ *x = lineGap + file * (squareSize + lineGap);
+ *y = lineGap + ((BOARD_HEIGHT-1)-rank) * (squareSize + lineGap);
+ }
+}
+
+/* Draw an arrow between two points using current settings */
+void DrawArrowBetweenPoints( int s_x, int s_y, int d_x, int d_y )
+{
+ XPoint arrow[7];
+ double dx, dy, j, k, x, y;
+
+ if( d_x == s_x ) {
+ int h = (d_y > s_y) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
+
+ arrow[0].x = s_x + A_WIDTH + 0.5;
+ arrow[0].y = s_y;
+
+ arrow[1].x = s_x + A_WIDTH + 0.5;
+ arrow[1].y = d_y - h;
+
+ arrow[2].x = arrow[1].x + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
+ arrow[2].y = d_y - h;
+
+ arrow[3].x = d_x;
+ arrow[3].y = d_y;
+
+ arrow[5].x = arrow[1].x - 2*A_WIDTH + 0.5;
+ arrow[5].y = d_y - h;
+
+ arrow[4].x = arrow[5].x - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
+ arrow[4].y = d_y - h;
+
+ arrow[6].x = arrow[1].x - 2*A_WIDTH + 0.5;
+ arrow[6].y = s_y;
+ }
+ else if( d_y == s_y ) {
+ int w = (d_x > s_x) ? +A_WIDTH*A_HEIGHT_FACTOR : -A_WIDTH*A_HEIGHT_FACTOR;
+
+ arrow[0].x = s_x;
+ arrow[0].y = s_y + A_WIDTH + 0.5;
+
+ arrow[1].x = d_x - w;
+ arrow[1].y = s_y + A_WIDTH + 0.5;
+
+ arrow[2].x = d_x - w;
+ arrow[2].y = arrow[1].y + A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
+
+ arrow[3].x = d_x;
+ arrow[3].y = d_y;
+
+ arrow[5].x = d_x - w;
+ arrow[5].y = arrow[1].y - 2*A_WIDTH + 0.5;
+
+ arrow[4].x = d_x - w;
+ arrow[4].y = arrow[5].y - A_WIDTH*(A_WIDTH_FACTOR-1) + 0.5;
+
+ arrow[6].x = s_x;
+ arrow[6].y = arrow[1].y - 2*A_WIDTH + 0.5;
+ }
+ else {
+ /* [AS] Needed a lot of paper for this! :-) */
+ dy = (double) (d_y - s_y) / (double) (d_x - s_x);
+ dx = (double) (s_x - d_x) / (double) (s_y - d_y);
+
+ j = sqrt( Sqr(A_WIDTH) / (1.0 + Sqr(dx)) );
+
+ k = sqrt( Sqr(A_WIDTH*A_HEIGHT_FACTOR) / (1.0 + Sqr(dy)) );
+
+ x = s_x;
+ y = s_y;
+
+ arrow[0].x = Round(x - j);
+ arrow[0].y = Round(y + j*dx);
+
+ arrow[1].x = Round(arrow[0].x + 2*j); // [HGM] prevent width to be affected by rounding twice
+ arrow[1].y = Round(arrow[0].y - 2*j*dx);
+
+ if( d_x > s_x ) {
+ x = (double) d_x - k;
+ y = (double) d_y - k*dy;
+ }
+ else {
+ x = (double) d_x + k;
+ y = (double) d_y + k*dy;
+ }
+
+ x = Round(x); y = Round(y); // [HGM] make sure width of shaft is rounded the same way on both ends
+
+ arrow[6].x = Round(x - j);
+ arrow[6].y = Round(y + j*dx);
+
+ arrow[2].x = Round(arrow[6].x + 2*j);
+ arrow[2].y = Round(arrow[6].y - 2*j*dx);
+
+ arrow[3].x = Round(arrow[2].x + j*(A_WIDTH_FACTOR-1));
+ arrow[3].y = Round(arrow[2].y - j*(A_WIDTH_FACTOR-1)*dx);
+
+ arrow[4].x = d_x;
+ arrow[4].y = d_y;
+
+ arrow[5].x = Round(arrow[6].x - j*(A_WIDTH_FACTOR-1));
+ arrow[5].y = Round(arrow[6].y + j*(A_WIDTH_FACTOR-1)*dx);
+ }
+
+ XFillPolygon(xDisplay, xBoardWindow, highlineGC, arrow, 7, Nonconvex, CoordModeOrigin);
+// Polygon( hdc, arrow, 7 );
+}
+
+/* [AS] Draw an arrow between two squares */
+void DrawArrowBetweenSquares( int s_col, int s_row, int d_col, int d_row )
+{
+ int s_x, s_y, d_x, d_y, hor, vert, i;
+
+ if( s_col == d_col && s_row == d_row ) {
+ return;
+ }
+
+ /* Get source and destination points */
+ SquareToPos( s_row, s_col, &s_x, &s_y);
+ SquareToPos( d_row, d_col, &d_x, &d_y);
+
+ if( d_y > s_y ) {
+ d_y += squareSize / 2 - squareSize / 4; // [HGM] round towards same centers on all sides!
+ }
+ else if( d_y < s_y ) {
+ d_y += squareSize / 2 + squareSize / 4;
+ }
+ else {
+ d_y += squareSize / 2;
+ }
+
+ if( d_x > s_x ) {
+ d_x += squareSize / 2 - squareSize / 4;
+ }
+ else if( d_x < s_x ) {
+ d_x += squareSize / 2 + squareSize / 4;
+ }
+ else {
+ d_x += squareSize / 2;
+ }
+
+ s_x += squareSize / 2;
+ s_y += squareSize / 2;
+
+ /* Adjust width */
+ A_WIDTH = squareSize / 14.; //[HGM] make float
+
+ DrawArrowBetweenPoints( s_x, s_y, d_x, d_y );
+
+ if(lineGap == 0) {
+ // this is a good idea, but it only works when lineGap == 0, because 'damage' on grid lines is not repaired
+ hor = 64*s_col + 32; vert = 64*s_row + 32;
+ for(i=0; i<= 64; i++) {
+ damage[0][vert+6>>6][hor+6>>6] = True;
+ damage[0][vert-6>>6][hor+6>>6] = True;
+ damage[0][vert+6>>6][hor-6>>6] = True;
+ damage[0][vert-6>>6][hor-6>>6] = True;
+ hor += d_col - s_col; vert += d_row - s_row;
+ }
+ }
+}
+
+Boolean IsDrawArrowEnabled()
+{
+ return appData.highlightMoveWithArrow && squareSize >= 32;
+}
+
+void DrawArrowHighlight(int fromX, int fromY, int toX,int toY)
+{
+ if( IsDrawArrowEnabled() && fromX >= 0 && fromY >= 0 && toX >= 0 && toY >= 0)
+ DrawArrowBetweenSquares(fromX, fromY, toX, toY);
+}