XtSetArg(args[j], XtNleft, XtChainLeft); j++;
XtSetArg(args[j], XtNright, XtChainLeft); j++;
b_load =
- XtCreateManagedWidget(_("load"), commandWidgetClass, form, args, j);
+ XtCreateManagedWidget(_("thresholds"), commandWidgetClass, form, args, j);
XtAddCallback(b_load, XtNcallback, callback, client_data);
j = 0;
XtSetArg(args[j], XtNleft, XtChainLeft); j++;
XtSetArg(args[j], XtNright, XtChainLeft); j++;
b_loadprev =
- XtCreateManagedWidget(_("prev"), commandWidgetClass, form, args, j);
+ XtCreateManagedWidget(_("find position"), commandWidgetClass, form, args, j);
XtAddCallback(b_loadprev, XtNcallback, callback, client_data);
-
+#if 1
j = 0;
XtSetArg(args[j], XtNfromVert, viewport); j++;
XtSetArg(args[j], XtNfromHoriz, b_loadprev); j++;
b_loadnext =
XtCreateManagedWidget(_("next"), commandWidgetClass, form, args, j);
XtAddCallback(b_loadnext, XtNcallback, callback, client_data);
-
+#else
+ b_loadnext = b_loadprev;
+#endif
j = 0;
XtSetArg(args[j], XtNfromVert, viewport); j++;
XtSetArg(args[j], XtNfromHoriz, b_loadnext); j++;
XtSetArg(args[j], XtNbottom, XtChainBottom); j++;
XtSetArg(args[j], XtNleft, XtChainLeft); j++;
XtSetArg(args[j], XtNright, XtChainRight); j++;
- XtSetArg(args[j], XtNwidth, fw_width - 225 - squareSize); j++;
+ XtSetArg(args[j], XtNwidth, fw_width - 275 - squareSize); j++;
XtSetArg(args[j], XtNstring, filterString); j++;
XtSetArg(args[j], XtNdisplayCaret, False); j++;
XtSetArg(args[j], XtNresizable, True); j++;
}
static int
-GameListPrepare()
+GameListPrepare(int byPos)
{ // [HGM] filter: put in separate routine, to make callable from call-back
int nstrings;
ListGame *lg;
lg = (ListGame *) gameList.head;
listLength = 0;
while (nstrings--) {
+ int pos = -1;
line = GameListLine(lg->number, &lg->gameInfo);
- if(filterString[0] == NULLCHAR || SearchPattern( line, filterString ) ) {
+ if((filterString[0] == NULLCHAR || SearchPattern( line, filterString )) && (!byPos || (pos=GameContainsPosition(glc->fp, lg)) >= 0) ) {
*st++ = line; // [HGM] filter: make adding line conditional
listLength++;
}
+ lg->position = pos;
lg = (ListGame *) lg->node.succ;
}
*st = NULL;
GameListPopDown();
return;
}
+ if (strcmp(name, _("thresholds")) == 0) {
+ LoadOptionsProc();
+ return;
+ }
+ if (strcmp(name, _("find position")) == 0) {
+ if(GameListPrepare(True)) GameListReplace(); // crashes on empty list...
+ return;
+ }
listwidg = XtNameToWidget(glc->shell, "*form.viewport.list");
rs = XawListShowCurrent(listwidg);
if (strcmp(name, _("load")) == 0) {
XtGetValues(filterText, args, j);
safeStrCpy(filterString, name, sizeof(filterString)/sizeof(filterString[0]));
XawListHighlight(listwidg, 0);
- if(GameListPrepare()) GameListReplace(); // crashes on empty list...
+ if(GameListPrepare(False)) GameListReplace(); // crashes on empty list...
return;
}
-#if 0
+#if 1
index = atoi(glc->strings[index])-1; // [HGM] filter: read true index from sequence nr of line
if (cmailMsgLoaded) {
CmailLoadGame(glc->fp, index + 1, glc->filename, True);
free(glc->strings);
}
- GameListPrepare(); // [HGM] filter: code put in separate routine
+ GameListPrepare(False); // [HGM] filter: code put in separate routine
glc->fp = fp;
XtSetArg(args[j], XtNstring, &name); j++;
XtGetValues(filterText, args, j);
safeStrCpy(filterString, name, sizeof(filterString)/sizeof(filterString[0]));
- if(GameListPrepare()) GameListReplace(); // crashes on empty list...
+ if(GameListPrepare(False)) GameListReplace(); // crashes on empty list...
list = XtNameToWidget(glc->shell, "*form.viewport.list");
XawListHighlight(list, 0);
j = 0;
return glc && glc->up;
}
-int SaveGameListAsText(FILE *f)\r
-{\r
- ListGame * lg = (ListGame *) gameList.head;\r
- int nItem;\r
-\r
- if( !glc || ((ListGame *) gameList.tailPred)->number <= 0 ) {\r
- DisplayError("Game list not loaded or empty", 0);\r
- return False;\r
- }\r
-\r
- /* Copy the list into the global memory block */\r
- if( f != NULL ) {\r
+int SaveGameListAsText(FILE *f)
+{
+ ListGame * lg = (ListGame *) gameList.head;
+ int nItem;
+
+ if( !glc || ((ListGame *) gameList.tailPred)->number <= 0 ) {
+ DisplayError("Game list not loaded or empty", 0);
+ return False;
+ }
+
+ /* Copy the list into the global memory block */
+ if( f != NULL ) {
- lg = (ListGame *) gameList.head;\r
-\r
- for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){\r
- char * st = GameListLineFull(lg->number, &lg->gameInfo);\r
+ lg = (ListGame *) gameList.head;
+
+ for (nItem = 0; nItem < ((ListGame *) gameList.tailPred)->number; nItem++){
+ char * st = GameListLineFull(lg->number, &lg->gameInfo);
char *line = GameListLine(lg->number, &lg->gameInfo);
if(filterString[0] == NULLCHAR || SearchPattern( line, filterString ) )
fprintf( f, "%s\n", st );
- free(st); free(line);\r
- lg = (ListGame *) lg->node.succ;\r
- }\r
-\r
+ free(st); free(line);
+ lg = (ListGame *) lg->node.succ;
+ }
+
fclose(f);
- return True;\r
+ return True;
}
- return False;\r
-}\r
+ return False;
+}
//--------------------------------- Game-List options dialog ------------------------------------------
Widget gameListOptShell, listwidg;