X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=xboard.c;h=4167b6cf89d4309d75f3e2584b9e23b265df6f0a;hb=012201fbe8f64ac0af49472a28b1306c704e1845;hp=b66006a9c4a85b148e98684fe5e1b3f8b412747f;hpb=7ea58805958618de5217dc5d20e93e5d7bd05e96;p=xboard.git diff --git a/xboard.c b/xboard.c index b66006a..4167b6c 100644 --- a/xboard.c +++ b/xboard.c @@ -60,6 +60,7 @@ #include #include #include +#include #if !OMIT_SOCKETS # if HAVE_SYS_SOCKET_H @@ -471,6 +472,9 @@ void SettingsPopDown P(()); 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 */ @@ -4601,6 +4605,7 @@ void XDrawPosition(w, repaint, board) * 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 @@ -4665,6 +4670,7 @@ void XDrawPosition(w, repaint, board) 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(); @@ -9093,3 +9099,199 @@ void NotifyFrontendLogin() { 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); +}