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1 pmbaty 1
// dialog_pawnpromotion.cpp
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#include "../common.h"
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// dialog template
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#define THIS_DIALOG DIALOG_PAWNPROMOTION
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// global variables used in this module only
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static int promotion_type = PART_NONE;
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// prototypes of local functions
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static void StartThread_ThisDialog (void *thread_parms);
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static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam);
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void DialogBox_PawnPromotion (void)
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{
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   // helper function to fire up the modeless dialog box
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   is_dialogbox_displayed = true;
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   _beginthread (StartThread_ThisDialog, 0, NULL); // so fire up a new one
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   return; // return as soon as the thread is fired up
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}
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void DialogBox_PawnPromotion_Validated (void)
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{
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   // callback function called by the main game thread when the dialog box is validated
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   boardmove_t *currentmove;
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   player_t *opposite_player;
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   // remember this callback is no longer to be called
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   is_dialogbox_pawnpromotion_validated = false;
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   currentmove = &the_board.moves[the_board.move_count - 1]; // quick access to previous move
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   // save promotion type and promote the part to the desired type
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   currentmove->promotion_type = promotion_type;
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   Move_SetSlot (currentmove, currentmove->target[0], currentmove->target[1], currentmove->color, currentmove->promotion_type);
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   // evaluate new check and stalemate status
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   currentmove->is_check = Move_IsCheck (currentmove, 1 - currentmove->color); // save whether opponent is in check or not
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   currentmove->is_stalemate = Move_IsStaleMate (currentmove, 1 - currentmove->color); // save whether opponent is stalemate
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   // re-describe our move in Standard Abbreviated Notation and describe the resulting table in Forsyth-Edwards Notation
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   Move_DescribeInSAN (currentmove, &the_board.moves[the_board.move_count - 2], currentmove->pgntext, WCHAR_SIZEOF (currentmove->pgntext), false); // don't use the localized part abbreviations);
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   Move_DescribeInFEN (currentmove);
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   // forget the hovered and selected positions
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   Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
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   // pawn promotions are a special case. When the dialog is displayed, the move has ALREADY been done. So we must
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   // not warn the OPPOSITE player of the current move, but the CURRENT player of the current move.
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   opposite_player = Player_GetCurrent ();
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   opposite_player->should_wakeup = true; // tell the opposite player to wake up
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   the_board.reevaluate = true; // evaluate the new board
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   the_scene.update = true; // and redraw the scene
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   return; // finished, pawn has been promoted to the desired part type
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}
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static void StartThread_ThisDialog (void *thread_parms)
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{
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   // this function runs in a separate thread, for that's the only way (seemingly)
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   // to implement a non-modal message box using the Common Controls library.
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   // display the dialog box
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   promotion_type = DialogBox (hAppInstance, MAKEINTRESOURCE (THIS_DIALOG), hMainWnd, DialogProc_ThisDialog);
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   if (promotion_type > 0)
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      is_dialogbox_pawnpromotion_validated = true;
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   is_dialogbox_displayed = false;
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   the_board.reevaluate = true; // refresh the GUI buttons if needed
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   return; // _endthread() implied
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}
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static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam)
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{
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   // message handler for the dialog box
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   unsigned short wParam_hiword;
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   unsigned short wParam_loword;
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   // filter out the commonly used message values
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   wParam_hiword = HIWORD (wParam);
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   wParam_loword = LOWORD (wParam);
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   // have we just fired up this window ?
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   if (message == WM_INITDIALOG)
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   {
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      // center the window
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      CenterWindow (hWnd, hMainWnd);
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      // set dialog icons (small one for title bar & big one for task manager)
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      SendMessage (hWnd, WM_SETICON, ICON_SMALL, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
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      SendMessage (hWnd, WM_SETICON, ICON_BIG, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
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      // set window title and control texts
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      SetWindowText (hWnd, LOCALIZE (L"PawnPromotion_Title"));
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      Static_SetText (GetDlgItem (hWnd, STATICTEXT_PAWNPROMOTION_QUESTION), LOCALIZE (L"PawnPromotion_Question"));
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      Static_SetText (GetDlgItem (hWnd, STATICTEXT_PAWNPROMOTION_STATUSBAR), LOCALIZE (L"PawnPromotion_StatusBar"));
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      // convert the bitmaps to clickable things
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      ConvertStaticToHyperlink (GetDlgItem (hWnd, BUTTON_ROOK));
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      ConvertStaticToHyperlink (GetDlgItem (hWnd, BUTTON_KNIGHT));
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      ConvertStaticToHyperlink (GetDlgItem (hWnd, BUTTON_BISHOP));
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      ConvertStaticToHyperlink (GetDlgItem (hWnd, BUTTON_QUEEN));
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      // convert the status bar message to a hyperlink
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      ConvertStaticToHyperlink (GetDlgItem (hWnd, STATICTEXT_PAWNPROMOTION_STATUSBAR));
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   }
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   // else did we take action on one of the controls ?
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   else if (message == WM_COMMAND)
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   {
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      // was it the "rook" button ?
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      if (wParam_loword == BUTTON_ROOK)
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         EndDialog (hWnd, PART_ROOK); // close the dialog box and return a "promote to rook" value
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      // else was it the "knight" button ?
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      else if (wParam_loword == BUTTON_KNIGHT)
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         EndDialog (hWnd, PART_KNIGHT); // close the dialog box and return a "promote to knight" value
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      // else was it the "bishop" button ?
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      else if (wParam_loword == BUTTON_BISHOP)
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         EndDialog (hWnd, PART_BISHOP); // close the dialog box and return a "promote to bishop" value
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      // else was it the "queen" button ?
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      else if (wParam_loword == BUTTON_QUEEN)
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         EndDialog (hWnd, PART_QUEEN); // close the dialog box and return a "promote to queen" value
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      // else was it the status bar hyperlink ?
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      else if (wParam_loword == STATICTEXT_PAWNPROMOTION_STATUSBAR)
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         ShellExecute (NULL, L"open", PROGRAM_URL, NULL, NULL, SW_MAXIMIZE); // open the donation page in the default browser, maximized
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   }
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   // call the default dialog message processing function to keep things going
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   return (false);
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}