uci.c \
xboard.c xboard.h \
xedittags.c xedittags.h \
+ engineoutput.c engineoutput.h \
xengineoutput.c \
xgamelist.c xgamelist.h\
xhistory.c xhistory.h \
--- /dev/null
+/*
+ * engineoutput.c - split-off backe-end from Engine output (PV) by HGM
+ *
+ * Author: Alessandro Scotti (Dec 2005)
+ *
+ * Copyright 2005 Alessandro Scotti
+ *
+ * ------------------------------------------------------------------------
+ *
+ * GNU XBoard is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * GNU XBoard is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see http://www.gnu.org/licenses/. *
+ *
+ *------------------------------------------------------------------------
+ ** See the file ChangeLog for a revision history. */
+
+#define SHOW_PONDERING
+
+#include "config.h"
+
+#include <stdio.h>
+#include <malloc.h>
+
+#if STDC_HEADERS
+# include <stdlib.h>
+# include <string.h>
+#else /* not STDC_HEADERS */
+# if HAVE_STRING_H
+# include <string.h>
+# else /* not HAVE_STRING_H */
+# include <strings.h>
+# endif /* not HAVE_STRING_H */
+#endif /* not STDC_HEADERS */
+
+#include "common.h"
+#include "frontend.h"
+#include "backend.h"
+#include "engineoutput.h"
+
+typedef struct {
+ char * name;
+ int which;
+ int depth;
+ u64 nodes;
+ int score;
+ int time;
+ char * pv;
+ char * hint;
+ int an_move_index;
+ int an_move_count;
+} EngineOutputData;
+
+// called by other front-end
+void EngineOutputUpdate( FrontEndProgramStats * stats );
+void OutputKibitz(int window, char *text);
+
+// module back-end routines
+static void VerifyDisplayMode();
+static void UpdateControls( EngineOutputData * ed );
+
+static int lastDepth[2] = { -1, -1 };
+static int lastForwardMostMove[2] = { -1, -1 };
+static int engineState[2] = { -1, -1 };
+
+#define MAX_VAR 400
+static int scores[MAX_VAR], textEnd[MAX_VAR], curDepth[2], nrVariations[2];
+
+// back end, due to front-end wrapper for SetWindowText, and new SetIcon arguments
+void SetEngineState( int which, int state, char * state_data )
+{
+ int x_which = 1 - which;
+
+ if( engineState[ which ] != state ) {
+ engineState[ which ] = state;
+
+ switch( state ) {
+ case STATE_THINKING:
+ SetIcon( which, nStateIcon, nThinking );
+ if( engineState[ x_which ] == STATE_THINKING ) {
+ SetEngineState( x_which, STATE_IDLE, "" );
+ }
+ break;
+ case STATE_PONDERING:
+ SetIcon( which, nStateIcon, nPondering );
+ break;
+ case STATE_ANALYZING:
+ SetIcon( which, nStateIcon, nAnalyzing );
+ break;
+ default:
+ SetIcon( which, nStateIcon, nClear );
+ break;
+ }
+ }
+
+ if( state_data != 0 ) {
+ DoSetWindowText( which, nStateData, state_data );
+ }
+}
+
+// back end, now the front-end wrapper ClearMemo is used, and ed no longer contains handles.
+void SetProgramStats( FrontEndProgramStats * stats ) // now directly called by back-end
+{
+ EngineOutputData ed;
+ int clearMemo = FALSE;
+ int which;
+ int depth;
+
+ if( stats == 0 ) {
+ SetEngineState( 0, STATE_IDLE, "" );
+ SetEngineState( 1, STATE_IDLE, "" );
+ return;
+ }
+
+ if(gameMode == IcsObserving && !appData.icsEngineAnalyze)
+ return; // [HGM] kibitz: shut up engine if we are observing an ICS game
+
+ which = stats->which;
+ depth = stats->depth;
+
+ if( which < 0 || which > 1 || depth < 0 || stats->time < 0 || stats->pv == 0 ) {
+ return;
+ }
+
+ if( !EngineOutputDialogExists() ) {
+ return;
+ }
+
+ VerifyDisplayMode();
+
+ ed.which = which;
+ ed.depth = depth;
+ ed.nodes = stats->nodes;
+ ed.score = stats->score;
+ ed.time = stats->time;
+ ed.pv = stats->pv;
+ ed.hint = stats->hint;
+ ed.an_move_index = stats->an_move_index;
+ ed.an_move_count = stats->an_move_count;
+
+ /* Get target control. [HGM] this is moved to front end, which get them from a table */
+ if( which == 0 ) {
+ ed.name = first.tidy;
+ }
+ else {
+ ed.name = second.tidy;
+ }
+
+ /* Clear memo if needed */
+ if( lastDepth[which] > depth || (lastDepth[which] == depth && depth <= 1) ) {
+ clearMemo = TRUE;
+ }
+
+ if( lastForwardMostMove[which] != forwardMostMove ) {
+ clearMemo = TRUE;
+ }
+
+ if( clearMemo ) { DoClearMemo(which); nrVariations[which] = 0; }
+
+ /* Update */
+ lastDepth[which] = depth == 1 && ed.nodes == 0 ? 0 : depth; // [HGM] info-line kudge
+ lastForwardMostMove[which] = forwardMostMove;
+
+ if( ed.pv != 0 && ed.pv[0] == ' ' ) {
+ if( strncmp( ed.pv, " no PV", 6 ) == 0 ) { /* Hack on hack! :-O */
+ ed.pv = "";
+ }
+ }
+
+ UpdateControls( &ed );
+}
+
+#define ENGINE_COLOR_WHITE 'w'
+#define ENGINE_COLOR_BLACK 'b'
+#define ENGINE_COLOR_UNKNOWN ' '
+
+// pure back end
+static char GetEngineColor( int which )
+{
+ char result = ENGINE_COLOR_UNKNOWN;
+
+ if( which == 0 || which == 1 ) {
+ ChessProgramState * cps;
+
+ switch (gameMode) {
+ case MachinePlaysBlack:
+ case IcsPlayingBlack:
+ result = ENGINE_COLOR_BLACK;
+ break;
+ case MachinePlaysWhite:
+ case IcsPlayingWhite:
+ result = ENGINE_COLOR_WHITE;
+ break;
+ case AnalyzeMode:
+ case AnalyzeFile:
+ result = WhiteOnMove(forwardMostMove) ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;
+ break;
+ case TwoMachinesPlay:
+ cps = (which == 0) ? &first : &second;
+ result = cps->twoMachinesColor[0];
+ result = result == 'w' ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;
+ break;
+ default: ; // does not happen, but suppresses pedantic warnings
+ }
+ }
+
+ return result;
+}
+
+// pure back end
+static char GetActiveEngineColor()
+{
+ char result = ENGINE_COLOR_UNKNOWN;
+
+ if( gameMode == TwoMachinesPlay ) {
+ result = WhiteOnMove(forwardMostMove) ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;
+ }
+
+ return result;
+}
+
+// pure back end
+static int IsEnginePondering( int which )
+{
+ int result = FALSE;
+
+ switch (gameMode) {
+ case MachinePlaysBlack:
+ case IcsPlayingBlack:
+ if( WhiteOnMove(forwardMostMove) ) result = TRUE;
+ break;
+ case MachinePlaysWhite:
+ case IcsPlayingWhite:
+ if( ! WhiteOnMove(forwardMostMove) ) result = TRUE;
+ break;
+ case TwoMachinesPlay:
+ if( GetActiveEngineColor() != ENGINE_COLOR_UNKNOWN ) {
+ if( GetEngineColor( which ) != GetActiveEngineColor() ) result = TRUE;
+ }
+ break;
+ default: ; // does not happen, but suppresses pedantic warnings
+ }
+
+ return result;
+}
+
+// back end
+static void SetDisplayMode( int mode )
+{
+ if( windowMode != mode ) {
+ windowMode = mode;
+
+ ResizeWindowControls( mode );
+ }
+}
+
+// pure back end
+static void VerifyDisplayMode()
+{
+ int mode;
+
+ /* Get proper mode for current game */
+ switch( gameMode ) {
+ case IcsObserving: // [HGM] ICS analyze
+ if(!appData.icsEngineAnalyze) return;
+ case AnalyzeMode:
+ case AnalyzeFile:
+ case MachinePlaysWhite:
+ case MachinePlaysBlack:
+ mode = 0;
+ break;
+ case IcsPlayingWhite:
+ case IcsPlayingBlack:
+ mode = appData.zippyPlay && opponentKibitzes; // [HGM] kibitz
+ break;
+ case TwoMachinesPlay:
+ mode = 1;
+ break;
+ default:
+ /* Do not change */
+ return;
+ }
+
+ SetDisplayMode( mode );
+}
+
+// back end. Determine what icon to set in the color-icon field, and print it
+void SetEngineColorIcon( int which )
+{
+ char color = GetEngineColor(which);
+ int nicon = 0;
+
+ if( color == ENGINE_COLOR_BLACK )
+ nicon = nColorBlack;
+ else if( color == ENGINE_COLOR_WHITE )
+ nicon = nColorWhite;
+ else
+ nicon = nColorUnknown;
+
+ SetIcon( which, nColorIcon, nicon );
+}
+
+#define MAX_NAME_LENGTH 32
+
+// [HGM] multivar: sort Thinking Output within one depth on score
+
+static int InsertionPoint( int len, EngineOutputData * ed )
+{
+ int i, offs = 0, newScore = ed->score, n = ed->which;
+
+ if(ed->nodes == 0 && ed->score == 0 && ed->time == 0)
+ newScore = 1e6; // info lines inserted on top
+ if(ed->depth != curDepth[n]) { // depth has changed
+ curDepth[n] = ed->depth;
+ nrVariations[n] = 0; // throw away everything we had
+ }
+ // loop through all lines. Note even / odd used for different panes
+ for(i=nrVariations[n]-2; i>=0; i-=2) {
+ // put new item behind those we haven't looked at
+ offs = textEnd[i+n];
+ textEnd[i+n+2] = offs + len;
+ scores[i+n+2] = newScore;
+ if(newScore < scores[i+n]) break;
+ // if it had higher score as previous, move previous in stead
+ scores[i+n+2] = scores[i+n];
+ textEnd[i+n+2] = textEnd[i+n] + len;
+ }
+ if(i<0) {
+ offs = 0;
+ textEnd[n] = offs + len;
+ scores[n] = newScore;
+ }
+ nrVariations[n] += 2;
+ return offs;
+}
+
+
+// pure back end, now SetWindowText is called via wrapper DoSetWindowText
+static void UpdateControls( EngineOutputData * ed )
+{
+// int isPondering = FALSE;
+
+ char s_label[MAX_NAME_LENGTH + 32];
+
+ char * name = ed->name;
+
+ /* Label */
+ if( name == 0 || *name == '\0' ) {
+ name = "?";
+ }
+
+ strncpy( s_label, name, MAX_NAME_LENGTH );
+ s_label[ MAX_NAME_LENGTH-1 ] = '\0';
+
+#ifdef SHOW_PONDERING
+ if( IsEnginePondering( ed->which ) ) {
+ char buf[8];
+
+ buf[0] = '\0';
+
+ if( ed->hint != 0 && *ed->hint != '\0' ) {
+ strncpy( buf, ed->hint, sizeof(buf) );
+ buf[sizeof(buf)-1] = '\0';
+ }
+ else if( ed->pv != 0 && *ed->pv != '\0' ) {
+ char * sep = strchr( ed->pv, ' ' );
+ int buflen = sizeof(buf);
+
+ if( sep != NULL ) {
+ buflen = sep - ed->pv + 1;
+ if( buflen > sizeof(buf) ) buflen = sizeof(buf);
+ }
+
+ strncpy( buf, ed->pv, buflen );
+ buf[ buflen-1 ] = '\0';
+ }
+
+ SetEngineState( ed->which, STATE_PONDERING, buf );
+ }
+ else if( gameMode == TwoMachinesPlay ) {
+ SetEngineState( ed->which, STATE_THINKING, "" );
+ }
+ else if( gameMode == AnalyzeMode || gameMode == AnalyzeFile
+ || (gameMode == IcsObserving && appData.icsEngineAnalyze)) { // [HGM] ICS-analyze
+ char buf[64];
+ int time_secs = ed->time / 100;
+ int time_mins = time_secs / 60;
+
+ buf[0] = '\0';
+
+ if( ed->an_move_index != 0 && ed->an_move_count != 0 && *ed->hint != '\0' ) {
+ char mov[16];
+
+ strncpy( mov, ed->hint, sizeof(mov) );
+ mov[ sizeof(mov)-1 ] = '\0';
+
+ sprintf( buf, "[%d] %d/%d: %s [%02d:%02d:%02d]", ed->depth, ed->an_move_index,
+ ed->an_move_count, mov, time_mins / 60, time_mins % 60, time_secs % 60 );
+ }
+
+ SetEngineState( ed->which, STATE_ANALYZING, buf );
+ }
+ else {
+ SetEngineState( ed->which, STATE_IDLE, "" );
+ }
+#endif
+
+ DoSetWindowText( ed->which, nLabel, s_label );
+
+ s_label[0] = '\0';
+
+ if( ed->time > 0 && ed->nodes > 0 ) {
+ unsigned long nps_100 = ed->nodes / ed->time;
+
+ if( nps_100 < 100000 ) {
+ sprintf( s_label, "NPS: %lu", nps_100 * 100 );
+ }
+ else {
+ sprintf( s_label, "NPS: %.1fk", nps_100 / 10.0 );
+ }
+ }
+
+ DoSetWindowText( ed->which, nLabelNPS, s_label );
+
+ /* Memo */
+ if( ed->pv != 0 && *ed->pv != '\0' ) {
+ char s_nodes[24];
+ char s_score[16];
+ char s_time[24];
+ char buf[256];
+ int buflen;
+ int time_secs = ed->time / 100;
+ int time_cent = ed->time % 100;
+
+ /* Nodes */
+ if( ed->nodes < 1000000 ) {
+ sprintf( s_nodes, u64Display, ed->nodes );
+ }
+ else {
+ sprintf( s_nodes, "%.1fM", u64ToDouble(ed->nodes) / 1000000.0 );
+ }
+
+ /* Score */
+ if( ed->score > 0 ) {
+ sprintf( s_score, "+%.2f", ed->score / 100.0 );
+ }
+ else {
+ sprintf( s_score, "%.2f", ed->score / 100.0 );
+ }
+
+ /* Time */
+ sprintf( s_time, "%d:%02d.%02d", time_secs / 60, time_secs % 60, time_cent );
+
+ /* Put all together... */
+ if(ed->nodes == 0 && ed->score == 0 && ed->time == 0) sprintf( buf, "%3d\t", ed->depth ); else
+ sprintf( buf, "%3d\t%s\t%s\t%s\t", ed->depth, s_score, s_nodes, s_time );
+
+ /* Add PV */
+ buflen = strlen(buf);
+
+ strncpy( buf + buflen, ed->pv, sizeof(buf) - buflen );
+
+ buf[ sizeof(buf) - 3 ] = '\0';
+
+ strcat( buf + buflen, "\r\n" );
+
+ /* Update memo */
+ InsertIntoMemo( ed->which, buf, InsertionPoint(strlen(buf), ed) );
+ }
+
+ /* Colors */
+ SetEngineColorIcon( ed->which );
+}
+
+// [HGM] kibitz: write kibitz line; split window for it if necessary
+void OutputKibitz(int window, char *text)
+{
+ if(!EngineOutputIsUp()) return;
+ if(!opponentKibitzes) { // on first kibitz of game, clear memos
+ DoClearMemo(1);
+ if(gameMode == IcsObserving) DoClearMemo(0);
+ }
+ opponentKibitzes = TRUE; // this causes split window DisplayMode in ICS modes.
+ VerifyDisplayMode();
+ if(gameMode == IcsObserving) {
+ DoSetWindowText(0, nLabel, gameInfo.white);
+ SetIcon( 0, nColorIcon, nColorWhite);
+ SetIcon( 0, nStateIcon, nClear);
+ }
+ DoSetWindowText(1, nLabel, gameMode == IcsPlayingBlack ? gameInfo.white : gameInfo.black); // opponent name
+ SetIcon( 1, nColorIcon, gameMode == IcsPlayingBlack ? nColorWhite : nColorBlack);
+ SetIcon( 1, nStateIcon, nClear);
+ InsertIntoMemo(window-1, text, 0); // [HGM] multivar: always at top
+}
--- /dev/null
+/*
+ * wengineo.h -- Clipboard routines for WinBoard
+ *
+ * Copyright 2000,2009 Free Software Foundation, Inc.
+ *
+ * Enhancements Copyright 2005 Alessandro Scotti
+ *
+ * ------------------------------------------------------------------------
+ *
+ * GNU XBoard is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or (at
+ * your option) any later version.
+ *
+ * GNU XBoard is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see http://www.gnu.org/licenses/. *
+ *
+ *------------------------------------------------------------------------
+ ** See the file ChangeLog for a revision history. */
+
+// [HGM] define numbers to indicate icons, for referring to them in platform-independent way
+#define nColorBlack 1
+#define nColorWhite 2
+#define nColorUnknown 3
+#define nClear 4
+#define nPondering 5
+#define nThinking 6
+#define nAnalyzing 7
+
+// [HGM] same for output fields (note that there are two of each type, one per color)
+#define nColorIcon 1
+#define nStateIcon 2
+#define nLabel 3
+#define nStateData 4
+#define nLabelNPS 5
+#define nMemo 6
+
+/* Module variables */
+#define H_MARGIN 2
+#define V_MARGIN 2
+#define LABEL_V_DISTANCE 1 /* Distance between label and memo */
+#define SPLITTER_SIZE 4 /* Distance between first memo and second label */
+
+#define ICON_SIZE 14
+
+#define STATE_UNKNOWN -1
+#define STATE_THINKING 0
+#define STATE_IDLE 1
+#define STATE_PONDERING 2
+#define STATE_ANALYZING 3
+
+extern int windowMode;
+
+// back-end called by front-end
+void SetEngineState( int which, int state, char * state_data );
+
+// front-end called by back-end
+void SetIcon( int which, int field, int nIcon );
+void DoSetWindowText(int which, int field, char *s_label);
+void InsertIntoMemo( int which, char * text, int where );
+void DoClearMemo(int which);
+void ResizeWindowControls( int mode );
+int EngineOutputDialogExists();
+
void SetProgramStats P(( FrontEndProgramStats * stats )); /* [AS] */
+void EngineOutputPopUp P((void));
+void EngineOutputPopDown P((void));
+int EngineOutputIsUp P((void));
+int EngineOutputDialogExists P((void));
+
#endif
\r
\r
OBJS=backend.o book.o gamelist.o lists.o moves.o pgntags.o uci.o zippy.o\\r
- parser.o wbres.o wclipbrd.o wedittags.o wengineo.o wevalgraph.o\\r
+ parser.o wbres.o wclipbrd.o wedittags.o wengineoutput.o wevalgraph.o\\r
wgamelist.o whistory.o winboard.o wlayout.o woptions.o wsnap.o\\r
- wsockerr.o help.o wsettings.o wchat.o\r
+ wsockerr.o help.o wsettings.o wchat.o engineoutput.o \r
\r
\r
# make compiling less spammy\r
defaults.h winboard.h resource.h\r
$(call compile, $<)\r
\r
-wengineo.o: wengineo.c config.h ../common.h ../frontend.h ../backend.h \\r
- ../lists.h winboard.h resource.h wsnap.h\r
+wengineoutput.o: wengineoutput.c ../engineoutput.h config.h ../common.h \\r
+ ../frontend.h ../backend.h ../lists.h winboard.h resource.h wsnap.h\r
+ $(call compile, $<)\r
+\r
+engineoutput.o: ../engineoutput.c ../engineoutput.h config.h ../common.h \\r
+ ../frontend.h ../backend.h ../lists.h\r
$(call compile, $<)\r
\r
whistory.o: whistory.c config.h ../common.h ../frontend.h ../backend.h \\r
\r
\r
OBJS=backend.obj book.obj gamelist.obj lists.obj moves.obj pgntags.obj uci.obj\\r
- zippy.obj parser.obj wclipbrd.obj wedittags.obj wengineo.obj wevalgraph.obj\\r
+ zippy.obj parser.obj wclipbrd.obj wedittags.obj wengineoutput.obj wevalgraph.obj\\r
wgamelist.obj whistory.obj winboard.obj wlayout.obj woptions.obj wsnap.obj\\r
- wsockerr.obj help.obj wsettings.obj wchat.obj\r
+ wsockerr.obj help.obj wsettings.obj wchat.obj engineoutput.obj\r
\r
\r
# Debugging?\r
../lists.h defaults.h winboard.h resource.h\r
$(CC) $(CFLAGS) woptions.c\r
\r
-wengineo.obj: wengineo.c config.h ../common.h ../frontend.h ../backend.h \\r
+wengineoutput.obj: wengineoutput.c config.h ../common.h ../frontend.h ../backend.h \\r
../lists.h winboard.h resource.h wsnap.h\r
- $(CC) $(CFLAGS) wengineo.c\r
+ $(CC) $(CFLAGS) wengineoutput.c\r
+\r
+engineoutput.obj: ../engineoutput.c ../engineoutput.h config.h ../common.h \\r
+ ../frontend.h ../backend.h ../lists.h\r
+ $(CC) $(CFLAGS) ../engineoutput.c\r
\r
whistory.obj: whistory.c config.h ../common.h ../frontend.h ../backend.h \\r
../lists.h winboard.h resource.h wsnap.h\r
/*\r
- * Engine output (PV)\r
+ * wengineoutput.c - split-off front-end of Engine output (PV) by HGM\r
*\r
* Author: Alessandro Scotti (Dec 2005)\r
*\r
#include "winboard.h"\r
\r
#include "wsnap.h"\r
-\r
-// [HGM] define numbers to indicate icons, for referring to them in platform-independent way\r
-#define nColorBlack 1\r
-#define nColorWhite 2\r
-#define nColorUnknown 3\r
-#define nClear 4\r
-#define nPondering 5\r
-#define nThinking 6\r
-#define nAnalyzing 7\r
-\r
-HICON icons[8]; // [HGM] this front-end array translates back-end icon indicator to handle\r
-\r
-// [HGM] same for output fields (note that there are two of each type, one per color)\r
-#define nColorIcon 1\r
-#define nStateIcon 2\r
-#define nLabel 3\r
-#define nStateData 4\r
-#define nLabelNPS 5\r
-#define nMemo 6\r
-\r
-HWND outputField[2][7]; // [HGM] front-end array to translate output field to window handle\r
-\r
-#define SHOW_PONDERING\r
+#include "engineoutput.h"\r
\r
/* Module variables */\r
-#define H_MARGIN 2\r
-#define V_MARGIN 2\r
-#define LABEL_V_DISTANCE 1 /* Distance between label and memo */\r
-#define SPLITTER_SIZE 4 /* Distance between first memo and second label */\r
-\r
-#define ICON_SIZE 14\r
-\r
-#define STATE_UNKNOWN -1\r
-#define STATE_THINKING 0\r
-#define STATE_IDLE 1\r
-#define STATE_PONDERING 2\r
-#define STATE_ANALYZING 3\r
-\r
-static int windowMode = 1;\r
-static int needInit = TRUE;\r
-static int lastDepth[2] = { -1, -1 };\r
-static int lastForwardMostMove[2] = { -1, -1 };\r
-static int engineState[2] = { -1, -1 };\r
+int windowMode = 1;\r
static BOOLEAN engineOutputDialogUp = FALSE;\r
-\r
-typedef struct {\r
-// HWND hColorIcon; // [HGM] the output-control handles are no loger passed,\r
-// HWND hLabel; // to give better front-end / back-end separation\r
-// HWND hStateIcon; // the front-end routines now get them from a (front-end)\r
-// HWND hStateData; // table, indexed by output-field indicators.\r
-// HWND hLabelNPS;\r
-// HWND hMemo;\r
- char * name;\r
- int which;\r
- int depth;\r
- u64 nodes;\r
- int score;\r
- int time;\r
- char * pv;\r
- char * hint;\r
- int an_move_index;\r
- int an_move_count;\r
-} EngineOutputData;\r
-\r
-static void VerifyDisplayMode();\r
-static void UpdateControls( EngineOutputData * ed );\r
-static void SetEngineState( int which, int state, char * state_data );\r
+HICON icons[8]; // [HGM] this front-end array translates back-end icon indicator to handle\r
+HWND outputField[2][7]; // [HGM] front-end array to translate output field to window handle\r
\r
// front end\r
static HICON LoadIconEx( int id )\r
// This cleanses most other routines of front-end stuff, so they can go into the back end.\r
static void InitializeEngineOutput()\r
{\r
- // if( needInit ) { // needInit was already tested before call\r
// [HGM] made this into a table, rather than separate global variables\r
icons[nColorBlack] = LoadIconEx( IDI_BLACK_14 );\r
icons[nColorWhite] = LoadIconEx( IDI_WHITE_14 );\r
outputField[1][nStateData] = GetDlgItem( engineOutputDialog, IDC_StateData2 );\r
outputField[1][nLabelNPS] = GetDlgItem( engineOutputDialog, IDC_Engine2_NPS );\r
outputField[1][nMemo] = GetDlgItem( engineOutputDialog, IDC_EngineMemo2 );\r
-// needInit = FALSE;\r
-// }\r
}\r
\r
// front end\r
}\r
\r
// Also here some of the size calculations should go to the back end, and their actual application to a front-end routine\r
-static void ResizeWindowControls( HWND hDlg, int mode )\r
+void ResizeWindowControls( int mode )\r
{\r
+ HWND hDlg = engineOutputDialog; // [HGM] used to be parameter, but routine is called from back-end\r
RECT rc;\r
int headerHeight = GetHeaderHeight();\r
// int labelHeight = GetControlHeight( hDlg, IDC_EngineLabel1 );\r
}\r
\r
// front end. Actual printing of PV lines into the output field\r
-static void InsertIntoMemo( int which, char * text, int where )\r
+void InsertIntoMemo( int which, char * text, int where )\r
{\r
SendMessage( outputField[which][nMemo], EM_SETSEL, where, where ); // [HGM] multivar: choose insertion point\r
\r
\r
// front end. Associates an icon with an output field ("control" in Windows jargon).\r
// [HGM] let it find out the output field from the 'which' number by itself\r
-static void SetIcon( int which, int field, int nIcon )\r
+void SetIcon( int which, int field, int nIcon )\r
{\r
\r
if( nIcon != 0 ) {\r
\r
RestoreWindowPlacement( hDlg, &wpEngineOutput ); /* Restore window placement */\r
\r
- ResizeWindowControls( hDlg, windowMode );\r
+ ResizeWindowControls( windowMode );\r
\r
/* Set font */\r
SendDlgItemMessage( engineOutputDialog, IDC_EngineMemo1, WM_SETFONT, (WPARAM)font[boardSize][MOVEHISTORY_FONT]->hf, MAKELPARAM(TRUE, 0 ));\r
break;\r
\r
case WM_SIZE:\r
- ResizeWindowControls( hDlg, windowMode );\r
+ ResizeWindowControls( windowMode );\r
break;\r
\r
case WM_ENTERSIZEMOVE:\r
void EngineOutputPopUp()\r
{\r
FARPROC lpProc;\r
+ static int needInit = TRUE;\r
\r
CheckMenuItem(GetMenu(hwndMain), IDM_ShowEngineOutput, MF_CHECKED);\r
\r
SendMessage( outputField[which][nMemo], WM_SETTEXT, 0, (LPARAM) "" );\r
}\r
\r
-//------------------------ pure back-end routines -------------------------------\r
-\r
-#define MAX_VAR 400\r
-static int scores[MAX_VAR], textEnd[MAX_VAR], curDepth[2], nrVariations[2];\r
-\r
-// back end, due to front-end wrapper for SetWindowText, and new SetIcon arguments\r
-static void SetEngineState( int which, int state, char * state_data )\r
-{\r
- int x_which = 1 - which;\r
-\r
- if( engineState[ which ] != state ) {\r
- engineState[ which ] = state;\r
-\r
- switch( state ) {\r
- case STATE_THINKING:\r
- SetIcon( which, nStateIcon, nThinking );\r
- if( engineState[ x_which ] == STATE_THINKING ) {\r
- SetEngineState( x_which, STATE_IDLE, "" );\r
- }\r
- break;\r
- case STATE_PONDERING:\r
- SetIcon( which, nStateIcon, nPondering );\r
- break;\r
- case STATE_ANALYZING:\r
- SetIcon( which, nStateIcon, nAnalyzing );\r
- break;\r
- default:\r
- SetIcon( which, nStateIcon, nClear );\r
- break;\r
- }\r
- }\r
-\r
- if( state_data != 0 ) {\r
- DoSetWindowText( which, nStateData, state_data );\r
- }\r
-}\r
-\r
-// back end, now the front-end wrapper ClearMemo is used, and ed no longer contains handles.\r
-void EngineOutputUpdate( FrontEndProgramStats * stats )\r
-{\r
- EngineOutputData ed;\r
- int clearMemo = FALSE;\r
- int which;\r
- int depth;\r
-\r
- if( stats == 0 ) {\r
- SetEngineState( 0, STATE_IDLE, "" );\r
- SetEngineState( 1, STATE_IDLE, "" );\r
- return;\r
- }\r
-\r
- if(gameMode == IcsObserving && !appData.icsEngineAnalyze)\r
- return; // [HGM] kibitz: shut up engine if we are observing an ICS game\r
-\r
- which = stats->which;\r
- depth = stats->depth;\r
-\r
- if( which < 0 || which > 1 || depth < 0 || stats->time < 0 || stats->pv == 0 ) {\r
- return;\r
- }\r
-\r
- if( engineOutputDialog == NULL ) {\r
- return;\r
- }\r
-\r
- VerifyDisplayMode();\r
-\r
- ed.which = which;\r
- ed.depth = depth;\r
- ed.nodes = stats->nodes;\r
- ed.score = stats->score;\r
- ed.time = stats->time;\r
- ed.pv = stats->pv;\r
- ed.hint = stats->hint;\r
- ed.an_move_index = stats->an_move_index;\r
- ed.an_move_count = stats->an_move_count;\r
-\r
- /* Get target control. [HGM] this is moved to front end, which get them from a table */\r
- if( which == 0 ) {\r
- ed.name = first.tidy;\r
- }\r
- else {\r
- ed.name = second.tidy;\r
- }\r
-\r
- /* Clear memo if needed */\r
- if( lastDepth[which] > depth || (lastDepth[which] == depth && depth <= 1) ) {\r
- clearMemo = TRUE;\r
- }\r
-\r
- if( lastForwardMostMove[which] != forwardMostMove ) {\r
- clearMemo = TRUE;\r
- }\r
-\r
- if( clearMemo ) { DoClearMemo(which); nrVariations[which] = 0; }\r
-\r
- /* Update */\r
- lastDepth[which] = depth == 1 && ed.nodes == 0 ? 0 : depth; // [HGM] info-line kudge\r
- lastForwardMostMove[which] = forwardMostMove;\r
-\r
- if( ed.pv != 0 && ed.pv[0] == ' ' ) {\r
- if( strncmp( ed.pv, " no PV", 6 ) == 0 ) { /* Hack on hack! :-O */\r
- ed.pv = "";\r
- }\r
- }\r
-\r
- UpdateControls( &ed );\r
-}\r
-\r
-#define ENGINE_COLOR_WHITE 'w'\r
-#define ENGINE_COLOR_BLACK 'b'\r
-#define ENGINE_COLOR_UNKNOWN ' '\r
-\r
-// pure back end\r
-char GetEngineColor( int which )\r
-{\r
- char result = ENGINE_COLOR_UNKNOWN;\r
-\r
- if( which == 0 || which == 1 ) {\r
- ChessProgramState * cps;\r
-\r
- switch (gameMode) {\r
- case MachinePlaysBlack:\r
- case IcsPlayingBlack:\r
- result = ENGINE_COLOR_BLACK;\r
- break;\r
- case MachinePlaysWhite:\r
- case IcsPlayingWhite:\r
- result = ENGINE_COLOR_WHITE;\r
- break;\r
- case AnalyzeMode:\r
- case AnalyzeFile:\r
- result = WhiteOnMove(forwardMostMove) ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;\r
- break;\r
- case TwoMachinesPlay:\r
- cps = (which == 0) ? &first : &second;\r
- result = cps->twoMachinesColor[0];\r
- result = result == 'w' ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;\r
- break;\r
- default: ; // does not happen, but suppresses pedantic warnings\r
- }\r
- }\r
-\r
- return result;\r
-}\r
-\r
-// pure back end\r
-char GetActiveEngineColor()\r
-{\r
- char result = ENGINE_COLOR_UNKNOWN;\r
-\r
- if( gameMode == TwoMachinesPlay ) {\r
- result = WhiteOnMove(forwardMostMove) ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;\r
- }\r
-\r
- return result;\r
-}\r
-\r
-// pure back end\r
-static int IsEnginePondering( int which )\r
-{\r
- int result = FALSE;\r
-\r
- switch (gameMode) {\r
- case MachinePlaysBlack:\r
- case IcsPlayingBlack:\r
- if( WhiteOnMove(forwardMostMove) ) result = TRUE;\r
- break;\r
- case MachinePlaysWhite:\r
- case IcsPlayingWhite:\r
- if( ! WhiteOnMove(forwardMostMove) ) result = TRUE;\r
- break;\r
- case TwoMachinesPlay:\r
- if( GetActiveEngineColor() != ENGINE_COLOR_UNKNOWN ) {\r
- if( GetEngineColor( which ) != GetActiveEngineColor() ) result = TRUE;\r
- }\r
- break;\r
- default: ; // does not happen, but suppresses pedantic warnings\r
- }\r
-\r
- return result;\r
-}\r
-\r
-// back end\r
-static void SetDisplayMode( int mode )\r
-{\r
- if( windowMode != mode ) {\r
- windowMode = mode;\r
-\r
- ResizeWindowControls( engineOutputDialog, mode );\r
- }\r
-}\r
-\r
-// pure back end\r
-static void VerifyDisplayMode()\r
-{\r
- int mode;\r
-\r
- /* Get proper mode for current game */\r
- switch( gameMode ) {\r
- case IcsObserving: // [HGM] ICS analyze\r
- if(!appData.icsEngineAnalyze) return;\r
- case AnalyzeMode:\r
- case AnalyzeFile:\r
- case MachinePlaysWhite:\r
- case MachinePlaysBlack:\r
- mode = 0;\r
- break;\r
- case IcsPlayingWhite:\r
- case IcsPlayingBlack:\r
- mode = appData.zippyPlay && opponentKibitzes; // [HGM] kibitz\r
- break;\r
- case TwoMachinesPlay:\r
- mode = 1;\r
- break;\r
- default:\r
- /* Do not change */\r
- return;\r
- }\r
-\r
- SetDisplayMode( mode );\r
-}\r
-\r
-// back end. Determine what icon to se in the color-icon field, and print it\r
-static void SetEngineColorIcon( int which )\r
-{\r
- char color = GetEngineColor(which);\r
- int nicon = 0;\r
-\r
- if( color == ENGINE_COLOR_BLACK )\r
- nicon = nColorBlack;\r
- else if( color == ENGINE_COLOR_WHITE )\r
- nicon = nColorWhite;\r
- else\r
- nicon = nColorUnknown;\r
-\r
- SetIcon( which, nColorIcon, nicon );\r
-}\r
-\r
-#define MAX_NAME_LENGTH 32\r
-\r
-// [HGM] multivar: sort Thinking Output within one depth on score\r
-\r
-static int InsertionPoint( int len, EngineOutputData * ed )\r
-{\r
- int i, offs = 0, newScore = ed->score, n = ed->which;\r
-\r
- if(ed->nodes == 0 && ed->score == 0 && ed->time == 0)\r
- newScore = 1e6; // info lines inserted on top\r
- if(ed->depth != curDepth[n]) { // depth has changed\r
- curDepth[n] = ed->depth;\r
- nrVariations[n] = 0; // throw away everything we had\r
- }\r
- // loop through all lines. Note even / odd used for different panes\r
- for(i=nrVariations[n]-2; i>=0; i-=2) {\r
- // put new item behind those we haven't looked at\r
- offs = textEnd[i+n];\r
- textEnd[i+n+2] = offs + len;\r
- scores[i+n+2] = newScore;\r
- if(newScore < scores[i+n]) break;\r
- // if it had higher score as previous, move previous in stead\r
- scores[i+n+2] = scores[i+n];\r
- textEnd[i+n+2] = textEnd[i+n] + len;\r
- }\r
- if(i<0) {\r
- offs = 0;\r
- textEnd[n] = offs + len;\r
- scores[n] = newScore;\r
- }\r
- nrVariations[n] += 2;\r
- return offs;\r
-}\r
-\r
-// pure back end, now SetWindowText is called via wrapper DoSetWindowText\r
-static void UpdateControls( EngineOutputData * ed )\r
-{\r
-// int isPondering = FALSE;\r
-\r
- char s_label[MAX_NAME_LENGTH + 32];\r
- \r
- char * name = ed->name;\r
-\r
- /* Label */\r
- if( name == 0 || *name == '\0' ) {\r
- name = "?";\r
- }\r
-\r
- strncpy( s_label, name, MAX_NAME_LENGTH );\r
- s_label[ MAX_NAME_LENGTH-1 ] = '\0';\r
-\r
-#ifdef SHOW_PONDERING\r
- if( IsEnginePondering( ed->which ) ) {\r
- char buf[8];\r
-\r
- buf[0] = '\0';\r
-\r
- if( ed->hint != 0 && *ed->hint != '\0' ) {\r
- strncpy( buf, ed->hint, sizeof(buf) );\r
- buf[sizeof(buf)-1] = '\0';\r
- }\r
- else if( ed->pv != 0 && *ed->pv != '\0' ) {\r
- char * sep = strchr( ed->pv, ' ' );\r
- int buflen = sizeof(buf);\r
-\r
- if( sep != NULL ) {\r
- buflen = sep - ed->pv + 1;\r
- if( buflen > sizeof(buf) ) buflen = sizeof(buf);\r
- }\r
-\r
- strncpy( buf, ed->pv, buflen );\r
- buf[ buflen-1 ] = '\0';\r
- }\r
-\r
- SetEngineState( ed->which, STATE_PONDERING, buf );\r
- }\r
- else if( gameMode == TwoMachinesPlay ) {\r
- SetEngineState( ed->which, STATE_THINKING, "" );\r
- }\r
- else if( gameMode == AnalyzeMode || gameMode == AnalyzeFile\r
- || (gameMode == IcsObserving && appData.icsEngineAnalyze)) { // [HGM] ICS-analyze\r
- char buf[64];\r
- int time_secs = ed->time / 100;\r
- int time_mins = time_secs / 60;\r
-\r
- buf[0] = '\0';\r
-\r
- if( ed->an_move_index != 0 && ed->an_move_count != 0 && *ed->hint != '\0' ) {\r
- char mov[16];\r
-\r
- strncpy( mov, ed->hint, sizeof(mov) );\r
- mov[ sizeof(mov)-1 ] = '\0';\r
-\r
- sprintf( buf, "%d/%d: %s [%02d:%02d:%02d]", ed->an_move_index, ed->an_move_count, mov, time_mins / 60, time_mins % 60, time_secs % 60 );\r
- }\r
-\r
- SetEngineState( ed->which, STATE_ANALYZING, buf );\r
- }\r
- else {\r
- SetEngineState( ed->which, STATE_IDLE, "" );\r
- }\r
-#endif\r
-\r
- DoSetWindowText( ed->which, nLabel, s_label );\r
-\r
- s_label[0] = '\0';\r
-\r
- if( ed->time > 0 && ed->nodes > 0 ) {\r
- unsigned long nps_100 = ed->nodes / ed->time;\r
-\r
- if( nps_100 < 100000 ) {\r
- sprintf( s_label, "NPS: %lu", nps_100 * 100 );\r
- }\r
- else {\r
- sprintf( s_label, "NPS: %.1fk", nps_100 / 10.0 );\r
- }\r
- }\r
-\r
- DoSetWindowText( ed->which, nLabelNPS, s_label );\r
-\r
- /* Memo */\r
- if( ed->pv != 0 && *ed->pv != '\0' ) {\r
- char s_nodes[24];\r
- char s_score[16];\r
- char s_time[24];\r
- char buf[256];\r
- int buflen;\r
- int time_secs = ed->time / 100;\r
- int time_cent = ed->time % 100;\r
-\r
- /* Nodes */\r
- if( ed->nodes < 1000000 ) {\r
- sprintf( s_nodes, u64Display, ed->nodes );\r
- }\r
- else {\r
- sprintf( s_nodes, "%.1fM", u64ToDouble(ed->nodes) / 1000000.0 );\r
- }\r
-\r
- /* Score */\r
- if( ed->score > 0 ) {\r
- sprintf( s_score, "+%.2f", ed->score / 100.0 );\r
- }\r
- else {\r
- sprintf( s_score, "%.2f", ed->score / 100.0 );\r
- }\r
-\r
- /* Time */\r
- sprintf( s_time, "%d:%02d.%02d", time_secs / 60, time_secs % 60, time_cent );\r
-\r
- /* Put all together... */\r
- if(ed->nodes == 0 && ed->score == 0 && ed->time == 0) sprintf( buf, "%3d\t", ed->depth ); else \r
- sprintf( buf, "%3d\t%s\t%s\t%s\t", ed->depth, s_score, s_nodes, s_time );\r
-\r
- /* Add PV */\r
- buflen = strlen(buf);\r
-\r
- strncpy( buf + buflen, ed->pv, sizeof(buf) - buflen );\r
-\r
- buf[ sizeof(buf) - 3 ] = '\0';\r
-\r
- strcat( buf + buflen, "\r\n" );\r
-\r
- /* Update memo */\r
- InsertIntoMemo( ed->which, buf, InsertionPoint(strlen(buf), ed) );\r
- }\r
-\r
- /* Colors */\r
- SetEngineColorIcon( ed->which );\r
-}\r
-\r
-// back end\r
+// front end (because only other front-end wants to know)\r
int EngineOutputIsUp()\r
{\r
return engineOutputDialogUp;\r
}\r
\r
-// [HGM] kibitz: write kibitz line; split window for it if necessary\r
-void OutputKibitz(int window, char *text)\r
+// front end, to give back-end access to engineOutputDialog\r
+int EngineOutputDialogExists()\r
{\r
- if(!EngineOutputIsUp()) return;\r
- if(!opponentKibitzes) { // on first kibitz of game, clear memos\r
- DoClearMemo(1);\r
- if(gameMode == IcsObserving) DoClearMemo(0);\r
- }\r
- opponentKibitzes = TRUE; // this causes split window DisplayMode in ICS modes.\r
- VerifyDisplayMode();\r
- if(gameMode == IcsObserving) {\r
- DoSetWindowText(0, nLabel, gameInfo.white);\r
- SetIcon( 0, nColorIcon, nColorWhite);\r
- SetIcon( 0, nStateIcon, nClear);\r
- }\r
- DoSetWindowText(1, nLabel, gameMode == IcsPlayingBlack ? gameInfo.white : gameInfo.black); // opponent name\r
- SetIcon( 1, nColorIcon, gameMode == IcsPlayingBlack ? nColorWhite : nColorBlack);\r
- SetIcon( 1, nStateIcon, nClear);\r
- InsertIntoMemo(window-1, text, 0); // [HGM] multivar: always at top\r
+ return engineOutputDialog != NULL;\r
}\r
\r
EvalGraphSet( first, last, current, pvInfoList );\r
}\r
-\r
-void SetProgramStats( FrontEndProgramStats * stats )\r
-{\r
- EngineOutputUpdate( stats );\r
-}\r
Boolean EvalGraphIsUp();\r
extern HWND evalGraphDialog;\r
\r
-VOID EngineOutputPopUp();\r
-VOID EngineOutputPopDown();\r
-BOOL EngineOutputIsUp();\r
-VOID EngineOutputUpdate( FrontEndProgramStats * stats );\r
extern HWND engineOutputDialog;\r
\r
VOID ShowGameListProc(void);\r
void EngineOutputProc P((Widget w, XEvent *event,
String *prms, Cardinal *nprms));
-void EngineOutputPopDown();
-
#ifdef __EMX__
#ifndef HAVE_USLEEP
static void DragPieceMove P((int x, int y));
static void DrawDragPiece P((void));
char *ModeToWidgetName P((GameMode mode));
-void EngineOutputUpdate( FrontEndProgramStats * stats );
void ShuffleMenuProc P((Widget w, XEvent *event, String *prms, Cardinal *nprms));
void EngineMenuProc P((Widget w, XEvent *event, String *prms, Cardinal *nprms));
void UciMenuProc P((Widget w, XEvent *event, String *prms, Cardinal *nprms));
damage[player.startBoardY][player.startBoardX] = TRUE;
}
-void
-SetProgramStats( FrontEndProgramStats * stats )
-{
- // [HR] TODO
- // [HGM] done, but perhaps backend should call this directly?
- EngineOutputUpdate( stats );
-}
-
#include <sys/ioctl.h>
int get_term_width()
{
#include "frontend.h"
#include "backend.h"
#include "xboard.h"
-// Add xengineo.h later
+#include "engineoutput.h"
#include "gettext.h"
#ifdef ENABLE_NLS
extern Pixmap xMarkPixmap, wIconPixmap, bIconPixmap;
extern char *layoutName;
-// temporary kludge to avoid compile errors untill all Windows code has been replaced
-#define HICON int *
-#define HWND int *
-
-// [HGM] define numbers to indicate icons, for referring to them in platform-independent way
-#define nColorBlack 1
-#define nColorWhite 2
-#define nColorUnknown 3
-#define nClear 4
-#define nPondering 5
-#define nThinking 6
-#define nAnalyzing 7
-
Pixmap icons[8]; // [HGM] this front-end array translates back-end icon indicator to handle
-
-// [HGM] same for output fields (note that there are two of each type, one per color)
-#define nColorIcon 1
-#define nStateIcon 2
-#define nLabel 3
-#define nStateData 4
-#define nLabelNPS 5
-#define nMemo 6
-
Widget outputField[2][7]; // [HGM] front-end array to translate output field to window handle
void EngineOutputPopDown();
void engineOutputPopUp();
int EngineOutputIsUp();
-static void SetEngineColorIcon( int which );
-
-#define SHOW_PONDERING
+void SetEngineColorIcon( int which );
/* Imports from backend.c */
char * SavePart(char *str);
extern int opponentKibitzes;
-/* Imports from winboard.c */
-//extern HWND engineOutputDialog;
+/* Imports from xboard.c */
extern Arg layoutArgs[2], formArgs[2], messageArgs[4];
//extern WindowPlacement wpEngineOutput;
Position engineOutputX = -1, engineOutputY = -1;
Dimension engineOutputW, engineOutputH;
Widget engineOutputShell;
-int engineOutputDialogUp;
+static int engineOutputDialogUp;
/* Module variables */
-#define H_MARGIN 2
-#define V_MARGIN 2
-#define LABEL_V_DISTANCE 1 /* Distance between label and memo */
-#define SPLITTER_SIZE 4 /* Distance between first memo and second label */
-
-#define ICON_SIZE 14
-
-#define STATE_UNKNOWN -1
-#define STATE_THINKING 0
-#define STATE_IDLE 1
-#define STATE_PONDERING 2
-#define STATE_ANALYZING 3
-
-static int windowMode = 1;
-
-static int needInit = TRUE;
-
-static int lastDepth[2] = { -1, -1 };
-static int lastForwardMostMove[2] = { -1, -1 };
-static int engineState[2] = { -1, -1 };
+int windowMode = 1;
typedef struct {
char * name;
int an_move_count;
} EngineOutputData;
-static void VerifyDisplayMode();
-static void UpdateControls( EngineOutputData * ed );
-static void SetEngineState( int which, int state, char * state_data );
+//static void UpdateControls( EngineOutputData * ed );
void ReadIcon(char *pixData[], int iconNr)
{
XtSetValues(outputField[which][field], &arg, 1);
}
-static void InsertIntoMemo( int which, char * text, int where )
+void InsertIntoMemo( int which, char * text, int where )
{
Arg arg; XawTextBlock t; Widget edit;
// XtSetValues(outputField[which][nMemo], &arg, 1);
}
-static void SetIcon( int which, int field, int nIcon )
+void SetIcon( int which, int field, int nIcon )
{
Arg arg;
return shell;
}
-void ResizeWindowControls(shell, mode)
- Widget shell;
+void ResizeWindowControls(mode)
int mode;
{
Widget form1, form2;
Arg args[16];
int j;
Dimension ew_height, tmp;
+ Widget shell = engineOutputShell;
form1 = XtNameToWidget(shell, "*form");
form2 = XtNameToWidget(shell, "*form2");
Arg args[16];
int j;
Widget edit;
+ static int needInit = TRUE;
static char *title = _("Engine output"), *text = _("This feature is experimental");
if (engineOutputShell == NULL) {
ShowThinkingEvent(); // [HGM] thinking: might need to shut off thinking output
}
-//------------------------ pure back-end routines -------------------------------
-
-
-#define MAX_VAR 400
-static int scores[MAX_VAR], textEnd[MAX_VAR], curDepth[2], nrVariations[2];
-
-// back end, due to front-end wrapper for SetWindowText, and new SetIcon arguments
-static void SetEngineState( int which, int state, char * state_data )
-{
- int x_which = 1 - which;
-
- if( engineState[ which ] != state ) {
- engineState[ which ] = state;
-
- switch( state ) {
- case STATE_THINKING:
- SetIcon( which, nStateIcon, nThinking );
- if( engineState[ x_which ] == STATE_THINKING ) {
- SetEngineState( x_which, STATE_IDLE, "" );
- }
- break;
- case STATE_PONDERING:
- SetIcon( which, nStateIcon, nPondering );
- break;
- case STATE_ANALYZING:
- SetIcon( which, nStateIcon, nAnalyzing );
- break;
- default:
- SetIcon( which, nStateIcon, nClear );
- break;
- }
- }
-
- if( state_data != 0 ) {
- DoSetWindowText( which, nStateData, state_data );
- }
-}
-
-// back end, now the front-end wrapper ClearMemo is used, and ed no longer contains handles.
-void EngineOutputUpdate( FrontEndProgramStats * stats )
-{
- EngineOutputData ed;
- int clearMemo = FALSE;
- int which;
- int depth;
-
- if( stats == 0 ) {
- SetEngineState( 0, STATE_IDLE, "" );
- SetEngineState( 1, STATE_IDLE, "" );
- return;
- }
-
- if(gameMode == IcsObserving && !appData.icsEngineAnalyze)
- return; // [HGM] kibitz: shut up engine if we are observing an ICS game
-
- which = stats->which;
- depth = stats->depth;
-
- if( which < 0 || which > 1 || depth < 0 || stats->time < 0 || stats->pv == 0 ) {
- return;
- }
-
- if( engineOutputShell == NULL ) {
- return;
- }
-
- VerifyDisplayMode();
-
- ed.which = which;
- ed.depth = depth;
- ed.nodes = stats->nodes;
- ed.score = stats->score;
- ed.time = stats->time;
- ed.pv = stats->pv;
- ed.hint = stats->hint;
- ed.an_move_index = stats->an_move_index;
- ed.an_move_count = stats->an_move_count;
-
- /* Get target control. [HGM] this is moved to front end, which get them from a table */
- if( which == 0 ) {
- ed.name = first.tidy;
- }
- else {
- ed.name = second.tidy;
- }
-
- /* Clear memo if needed */
- if( lastDepth[which] > depth || (lastDepth[which] == depth && depth <= 1) ) {
- clearMemo = TRUE;
- }
-
- if( lastForwardMostMove[which] != forwardMostMove ) {
- clearMemo = TRUE;
- }
-
- if( clearMemo ) DoClearMemo(which);
-
- /* Update */
- lastDepth[which] = depth == 1 && ed.nodes == 0 ? 0 : depth; // [HGM] info-line kudge
- lastForwardMostMove[which] = forwardMostMove;
-
- if( ed.pv != 0 && ed.pv[0] == ' ' ) {
- if( strncmp( ed.pv, " no PV", 6 ) == 0 ) { /* Hack on hack! :-O */
- ed.pv = "";
- }
- }
-
- UpdateControls( &ed );
-}
-
-#define ENGINE_COLOR_WHITE 'w'
-#define ENGINE_COLOR_BLACK 'b'
-#define ENGINE_COLOR_UNKNOWN ' '
-
-// pure back end
-char GetEngineColor( int which )
-{
- char result = ENGINE_COLOR_UNKNOWN;
-
- if( which == 0 || which == 1 ) {
- ChessProgramState * cps;
-
- switch (gameMode) {
- case MachinePlaysBlack:
- case IcsPlayingBlack:
- result = ENGINE_COLOR_BLACK;
- break;
- case MachinePlaysWhite:
- case IcsPlayingWhite:
- result = ENGINE_COLOR_WHITE;
- break;
- case AnalyzeMode:
- case AnalyzeFile:
- result = WhiteOnMove(forwardMostMove) ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;
- break;
- case TwoMachinesPlay:
- cps = (which == 0) ? &first : &second;
- result = cps->twoMachinesColor[0];
- result = result == 'w' ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;
- break;
- }
- }
-
- return result;
-}
-
-// pure back end
-char GetActiveEngineColor()
-{
- char result = ENGINE_COLOR_UNKNOWN;
-
- if( gameMode == TwoMachinesPlay ) {
- result = WhiteOnMove(forwardMostMove) ? ENGINE_COLOR_WHITE : ENGINE_COLOR_BLACK;
- }
-
- return result;
-}
-
-// pure back end
-static int IsEnginePondering( int which )
-{
- int result = FALSE;
-
- switch (gameMode) {
- case MachinePlaysBlack:
- case IcsPlayingBlack:
- if( WhiteOnMove(forwardMostMove) ) result = TRUE;
- break;
- case MachinePlaysWhite:
- case IcsPlayingWhite:
- if( ! WhiteOnMove(forwardMostMove) ) result = TRUE;
- break;
- case TwoMachinesPlay:
- if( GetActiveEngineColor() != ENGINE_COLOR_UNKNOWN ) {
- if( GetEngineColor( which ) != GetActiveEngineColor() ) result = TRUE;
- }
- break;
- }
-
- return result;
-}
-
-// back end
-static void SetDisplayMode( int mode )
-{
- if( windowMode != mode ) {
- windowMode = mode;
-
- ResizeWindowControls( engineOutputShell, mode );
- }
-}
-
-// pure back end
-void VerifyDisplayMode()
-{
- int mode;
-
- /* Get proper mode for current game */
- switch( gameMode ) {
- case IcsObserving: // [HGM] ICS analyze
- if(!appData.icsEngineAnalyze) return;
- case AnalyzeMode:
- case AnalyzeFile:
- case MachinePlaysWhite:
- case MachinePlaysBlack:
- mode = 0;
- break;
- case IcsPlayingWhite:
- case IcsPlayingBlack:
- mode = appData.zippyPlay && opponentKibitzes; // [HGM] kibitz
- break;
- case TwoMachinesPlay:
- mode = 1;
- break;
- default:
- /* Do not change */
- return;
- }
-
- SetDisplayMode( mode );
-}
-
-// back end. Determine what icon to se in the color-icon field, and print it
-static void SetEngineColorIcon( int which )
-{
- char color = GetEngineColor(which);
- int nicon = 0;
-
- if( color == ENGINE_COLOR_BLACK )
- nicon = nColorBlack;
- else if( color == ENGINE_COLOR_WHITE )
- nicon = nColorWhite;
- else
- nicon = nColorUnknown;
-
- SetIcon( which, nColorIcon, nicon );
-}
-
-#define MAX_NAME_LENGTH 32
-
-// [HGM] multivar: sort Thinking Output within one depth on score
-
-static int InsertionPoint( int len, EngineOutputData * ed )
-{
- int i, offs = 0, newScore = ed->score, n = ed->which;
-
- if(ed->nodes == 0 && ed->score == 0 && ed->time == 0)
- newScore = 1e6; // info lines inserted on top
- if(ed->depth != curDepth[n]) { // depth has changed
- curDepth[n] = ed->depth;
- nrVariations[n] = 0; // throw away everything we had
- }
- // loop through all lines. Note even / odd used for different panes
- for(i=nrVariations[n]-2; i>=0; i-=2) {
- // put new item behind those we haven't looked at
- offs = textEnd[i+n];
- textEnd[i+n+2] = offs + len;
- scores[i+n+2] = newScore;
- if(newScore < scores[i+n]) break;
- // if it had higher score as previous, move previous in stead
- scores[i+n+2] = scores[i+n];
- textEnd[i+n+2] = textEnd[i+n] + len;
- }
- if(i<0) {
- offs = 0;
- textEnd[n] = offs + len;
- scores[n] = newScore;
- }
- nrVariations[n] += 2;
- return offs;
-}
-
-// pure back end, now SetWindowText is called via wrapper DoSetWindowText
-static void UpdateControls( EngineOutputData * ed )
+int EngineOutputIsUp()
{
- int isPondering = FALSE;
-
- char s_label[MAX_NAME_LENGTH + 32];
-
- char * name = ed->name;
-
- /* Label */
- if( name == 0 || *name == '\0' ) {
- name = "?";
- }
-
- strncpy( s_label, name, MAX_NAME_LENGTH );
- s_label[ MAX_NAME_LENGTH-1 ] = '\0';
-
-#ifdef SHOW_PONDERING
- if( IsEnginePondering( ed->which ) ) {
- char buf[8];
-
- buf[0] = '\0';
-
- if( ed->hint != 0 && *ed->hint != '\0' ) {
- strncpy( buf, ed->hint, sizeof(buf) );
- buf[sizeof(buf)-1] = '\0';
- }
- else if( ed->pv != 0 && *ed->pv != '\0' ) {
- char * sep = strchr( ed->pv, ' ' );
- int buflen = sizeof(buf);
-
- if( sep != NULL ) {
- buflen = sep - ed->pv + 1;
- if( buflen > sizeof(buf) ) buflen = sizeof(buf);
- }
-
- strncpy( buf, ed->pv, buflen );
- buf[ buflen-1 ] = '\0';
- }
-
- SetEngineState( ed->which, STATE_PONDERING, buf );
- }
- else if( gameMode == TwoMachinesPlay ) {
- SetEngineState( ed->which, STATE_THINKING, "" );
- }
- else if( gameMode == AnalyzeMode || gameMode == AnalyzeFile
- || gameMode == IcsObserving && appData.icsEngineAnalyze) { // [HGM] ICS-analyze
- char buf[64];
- int time_secs = ed->time / 100;
- int time_mins = time_secs / 60;
-
- buf[0] = '\0';
-
- if( ed->an_move_index != 0 && ed->an_move_count != 0 && *ed->hint != '\0' ) {
- char mov[16];
-
- strncpy( mov, ed->hint, sizeof(mov) );
- mov[ sizeof(mov)-1 ] = '\0';
-
- sprintf( buf, "[%d] %d/%d: %s [%02d:%02d:%02d]", ed->depth, ed->an_move_index,
- ed->an_move_count, mov, time_mins / 60, time_mins % 60, time_secs % 60 );
- }
-
- SetEngineState( ed->which, STATE_ANALYZING, buf );
- }
- else {
- SetEngineState( ed->which, STATE_IDLE, "" );
- }
-#endif
-
- DoSetWindowText( ed->which, nLabel, s_label );
-
- s_label[0] = '\0';
-
- if( ed->time > 0 && ed->nodes > 0 ) {
- unsigned long nps_100 = ed->nodes / ed->time;
-
- if( nps_100 < 100000 ) {
- sprintf( s_label, _("NPS: %lu"), nps_100 * 100 );
- }
- else {
- sprintf( s_label, _("NPS: %.1fk"), nps_100 / 10.0 );
- }
- }
-
- DoSetWindowText( ed->which, nLabelNPS, s_label );
-
- /* Memo */
- if( ed->pv != 0 && *ed->pv != '\0' ) {
- char s_nodes[24];
- char s_score[16];
- char s_time[24];
- char buf[256];
- int buflen;
- int time_secs = ed->time / 100;
- int time_cent = ed->time % 100;
-
- /* Nodes */
- if( ed->nodes < 1000000 ) {
- sprintf( s_nodes, u64Display, ed->nodes );
- }
- else {
- sprintf( s_nodes, "%.1fM", u64ToDouble(ed->nodes) / 1000000.0 );
- }
-
- /* Score */
- if( ed->score > 0 ) {
- sprintf( s_score, "+%.2f", ed->score / 100.0 );
- } else
- sprintf( s_score, "%.2f", ed->score / 100.0 );
-
- /* Time */
- sprintf( s_time, "%d:%02d.%02d", time_secs / 60, time_secs % 60, time_cent );
-
- /* Put all together... */
- if(ed->nodes == 0 && ed->score == 0 && ed->time == 0) sprintf( buf, "%3d\t", ed->depth ); else
- sprintf( buf, "%3d %s %s\t%s\t", ed->depth, s_score, s_nodes, s_time );
-
- /* Add PV */
- buflen = strlen(buf);
-
- strncpy( buf + buflen, ed->pv, sizeof(buf) - buflen );
-
- buf[ sizeof(buf) - 3 ] = '\0';
-
- strcat( buf + buflen, "\n" );
-
- /* Update memo */
- InsertIntoMemo( ed->which, buf, InsertionPoint(strlen(buf), ed) );
- }
-
- /* Colors */
- SetEngineColorIcon( ed->which );
+ return engineOutputDialogUp;
}
-// back end
-int EngineOutputIsUp()
+int EngineOutputDialogExists()
{
- return engineOutputDialogUp;
+ return engineOutputShell != NULL;
}
void
} else {
EngineOutputPopUp();
}
-// ToNrEvent(currentMove);
-}
-
-// [HGM] kibitz: write kibitz line; split window for it if necessary
-void OutputKibitz(int window, char *text)
-{
- if(!EngineOutputIsUp()) return;
- if(!opponentKibitzes) { // on first kibitz of game, clear memos
- DoClearMemo(1);
- if(gameMode == IcsObserving) DoClearMemo(0);
- }
- opponentKibitzes = TRUE; // this causes split window DisplayMode in ICS modes.
- VerifyDisplayMode();
- if(gameMode == IcsObserving) {
- DoSetWindowText(0, nLabel, gameInfo.white);
- SetIcon( 0, nColorIcon, nColorWhite);
- SetIcon( 0, nStateIcon, nClear);
- }
- DoSetWindowText(1, nLabel, gameMode == IcsPlayingBlack ? gameInfo.white : gameInfo.black); // opponent name
- SetIcon( 1, nColorIcon, gameMode == IcsPlayingBlack ? nColorWhite : nColorBlack);
- SetIcon( 1, nStateIcon, nClear);
- InsertIntoMemo(window-1, text, 0);
}