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1 pmbaty 1
// window_main.cpp
2
 
3
#include "../common.h"
4
 
5
 
21 pmbaty 6
// global variables used in this module only
7
static wchar_t folder_path[MAX_PATH];
8
 
9
 
1 pmbaty 10
// prototypes of local functions
11
static bool Button_IsHovered (guibutton_t *button, int gui_x, int gui_y);
12
static bool Button_UpdateHoverState (guibutton_t *button, int gui_x, int gui_y);
13
 
14
 
15
LRESULT CALLBACK WindowProc_Main (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam)
16
{
17
   // this is the main message handler for the program
18
 
19
   static wchar_t fen_string[128];
20
   static char selectable_parts[14] = "PRNBQK kqbnrp";
21
   static int prevgui_x = 0;
22
   static int prevgui_y = 0;
3 pmbaty 23
   static bool ctrl_pressed = false;
1 pmbaty 24
   static bool rbutton_pushed = false;
25
 
26
   unsigned short wParam_hiword;
27
   unsigned short wParam_loword;
28
   int prev_hovered_position[2];
29
   player_t *current_player;
30
   player_t *opposite_player;
31
   player_t *local_player;
32
   player_t *remote_player;
33
   ccreply_t *entered_ccreply;
34
   boardmove_t *current_move;
35
   float board_x;
36
   float board_y;
37
   int gui_x;
38
   int gui_y;
39
   int line;
40
   int column;
41
   int index_line;
42
   int index_column;
43
   int part_index;
44
   int part_color;
24 pmbaty 45
   int viewer_index;
124 pmbaty 46
   RECT rect;
136 pmbaty 47
   POINT point;
1 pmbaty 48
 
49
   // filter out the commonly used message values
50
   wParam_hiword = HIWORD (wParam);
51
   wParam_loword = LOWORD (wParam);
52
 
124 pmbaty 53
   // get current and opposite players and see if we're online
54
   current_player = Player_GetCurrent ();
55
   opposite_player = Player_GetOpposite ();
56
   remote_player = Player_FindByType (PLAYER_INTERNET);
57
 
1 pmbaty 58
   ////////////////////////////////////////////////////////////////////////////////////////////////
59
   // has the window just been fired up ?
60
   if (message == WM_CREATE)
61
   {
62
      the_scene.gui.is_entering_text = false; // we are NOT entering text yet
63
 
64
      // call the default window message processing function to keep things going
65
      return (DefWindowProc (hWnd, message, wParam, lParam));
66
   }
67
 
68
   ////////////////////////////////////////////////////////////////////////////////////////////////
124 pmbaty 69
   // else is the window being resized ?
70
   else if ((message == WM_SIZE) || (message == WM_WINDOWPOSCHANGED))
71
   {
72
      GetWindowRect (hMainWnd, &rect); // grab the current window size and update the options accordingly
73
      options.want_maximized = (rect.right - rect.left > GetSystemMetrics (SM_CXMAXIMIZED) * 90 / 100) && (rect.bottom - rect.top > GetSystemMetrics (SM_CYMAXIMIZED) * 80 / 100);
74
      if (!options.want_maximized)
75
      {
76
         options.window_width = max (rect.right - rect.left, 640); // min window width
77
         options.window_height = max (rect.bottom - rect.top, 480); // min window height (only save them when the window is not maximized)
78
      }
79
 
80
      return (0); // don't let Windows do the default processing on this message
81
   }
82
 
83
   ////////////////////////////////////////////////////////////////////////////////////////////////
1 pmbaty 84
   // else have we clicked on the close button ?
85
   else if (message == WM_CLOSE)
86
   {
124 pmbaty 87
      if ((the_board.game_state == STATE_PLAYING) && ((the_board.move_count > 1) || (remote_player != NULL)))
119 pmbaty 88
         DialogBox_Quit (); // if a game has started OR if we are online against somebody, ask for confirmation
1 pmbaty 89
      else
90
         is_dialogbox_quit_validated = true; // if game hasn't started yet, quit without question
91
 
92
      return (0); // don't let Windows do the default processing on this message
93
   }
94
 
95
   ////////////////////////////////////////////////////////////////////////////////////////////////
96
   // else is the user closing its session OR the window is being destroyed ?
97
   else if ((message == WM_QUERYENDSESSION) || (message == WM_ENDSESSION) || (message == WM_DESTROY))
98
      terminate_everything = true; // suicide (for some reason, PostQuitMessage() is unreliable !?)
99
 
21 pmbaty 100
   /////////////////
101
   // MENU EVENTS //
102
   /////////////////
103
 
104
   ///////////////
105
   // menu command
1 pmbaty 106
   else if (message == WM_COMMAND)
107
   {
124 pmbaty 108
      // ANY menu choice makes the "new game" / "open game" front GUI button disappear
109
      GUIBUTTON_DISABLE (the_scene.gui.newgamebutton);
110
      GUIBUTTON_DISABLE (the_scene.gui.opengamebutton);
111
 
1 pmbaty 112
      // game menu, new game
113
      if (wParam_loword == MENUID_GAME_NEWGAME)
114
      {
115
         if ((the_board.game_state == STATE_PLAYING) && (the_board.move_count > 1))
136 pmbaty 116
            DialogBox_Resign (RESIGNTYPE_NEWGAME); // if a game is playing, ask to resign first
1 pmbaty 117
         else
118
            DialogBox_NewGame (); // game not started yet, show the new game dialog box
119
      }
120
 
121
      // game menu, setup start position
122
      else if (wParam_loword == MENUID_GAME_SETUPPOSITION)
136 pmbaty 123
         Board_EnterSetupPosition (&the_board); // enter setup position mode
124
 
125
      // game menu, load game
126
      else if (wParam_loword == MENUID_GAME_LOAD)
1 pmbaty 127
      {
128
         if ((the_board.game_state == STATE_PLAYING) && (the_board.move_count > 1))
136 pmbaty 129
            DialogBox_Resign (RESIGNTYPE_LOADGAME); // if a game is playing, ask to resign first
1 pmbaty 130
         else
136 pmbaty 131
            DialogBox_Load (); // fire up the load dialog box
1 pmbaty 132
      }
133
 
134
      // game menu, save game
135
      else if (wParam_loword == MENUID_GAME_SAVE)
136
      {
137
         if (save_pathname[0] != 0)
138
            is_dialogbox_save_validated = true; // if the filename is known, save it directly
139
         else
119 pmbaty 140
            DialogBox_Save (false); // else fire up the save dialog box
1 pmbaty 141
      }
142
 
143
      // game menu, save as
144
      else if (wParam_loword == MENUID_GAME_SAVEAS)
119 pmbaty 145
         DialogBox_Save (false); // fire up the save dialog box
1 pmbaty 146
 
147
      // game menu, save position as
148
      else if (wParam_loword == MENUID_GAME_SAVEPOSITIONAS)
149
         DialogBox_SavePosition (); // fire up the save position dialog box
150
 
75 pmbaty 151
      // game menu, pause
152
      else if (wParam_loword == MENUID_GAME_PAUSE)
153
      {
154
         is_paused ^= true; // toggle game pause state on/off
155
         CheckMenuItem (GetMenu (hWnd), MENUID_GAME_PAUSE, (is_paused ? MF_CHECKED : MF_UNCHECKED)); // highlight the menu entry as necessary
156
         the_board.reevaluate = true; // evaluate board again
157
      }
158
 
1 pmbaty 159
      // game menu, resign
160
      else if (wParam_loword == MENUID_GAME_RESIGN)
136 pmbaty 161
         DialogBox_Resign (RESIGNTYPE_UNDEFINED); // if a game has started, ask for confirmation
1 pmbaty 162
 
163
      // game menu, statistics (stats are only available in online mode)
164
      else if (wParam_loword == MENUID_GAME_STATISTICS)
165
      {
166
         local_player = Player_FindByType (PLAYER_HUMAN);
167
         if (local_player != NULL)
168
            PlayerCard_FindOrCreate (local_player->name); // display player's own player card
169
      }
170
 
171
      // game menu, options
172
      else if (wParam_loword == MENUID_GAME_OPTIONS)
173
         DialogBox_Options (); // fire up the options dialog box
174
 
175
      // game menu, quit
176
      else if (wParam_loword == MENUID_GAME_QUIT)
177
      {
124 pmbaty 178
         if ((the_board.game_state == STATE_PLAYING) && ((the_board.move_count > 1) || (remote_player != NULL)))
119 pmbaty 179
            DialogBox_Quit (); // if a game has started OR if we are online against somebody, ask for confirmation
1 pmbaty 180
         else
181
            is_dialogbox_quit_validated = true; // if game hasn't started yet, quit without question
182
      }
183
 
145 pmbaty 184
      // move menu, cancel last move
136 pmbaty 185
      else if (wParam_loword == MENUID_MOVE_CANCELLASTMOVE)
186
         the_board.players[current_viewer].wants_cancel = true; // remember this player wants to cancel his last move
187
 
145 pmbaty 188
      // move menu, suggest move
136 pmbaty 189
      else if (wParam_loword == MENUID_MOVE_SUGGESTMOVE)
1 pmbaty 190
         the_board.players[current_viewer].wants_hint = true; // remember this player wants a hint
191
 
145 pmbaty 192
      // move menu, comment move
136 pmbaty 193
      else if (wParam_loword == MENUID_MOVE_COMMENTMOVE)
1 pmbaty 194
         DialogBox_Comment (); // fire up the comment dialog box
195
 
145 pmbaty 196
      // move menu, go to move
136 pmbaty 197
      else if (wParam_loword == MENUID_MOVE_GOTOMOVE)
1 pmbaty 198
         DialogBox_GoToMove (); // fire up the go to move dialog box
199
 
200
      // chessboard menu, swap sides
201
      else if (wParam_loword == MENUID_CHESSBOARD_SWAPSIDES)
202
         the_board.want_playerswap = true; // remember board sides are to be swapped
203
 
75 pmbaty 204
      // chessboard menu, rename players
205
      else if (wParam_loword == MENUID_CHESSBOARD_RENAMESIDES)
206
         DialogBox_RenameSides(); // fire up the rename sides dialog box
207
 
1 pmbaty 208
      // chessboard menu, beginning of game
209
      else if (wParam_loword == MENUID_CHESSBOARD_BEGINNINGOFGAME)
210
      {
211
         the_board.viewed_move = 0; // enter view mode and go to the beginning of the game
116 pmbaty 212
         Audio_PlaySound (SOUNDTYPE_CLICK, 0.0f, 0.0f, 0.04f); // make a click sound at the center of the board
1 pmbaty 213
         the_board.reevaluate = true; // evaluate board again
214
      }
215
 
216
      // chessboard menu, previous move (only if arrow is enabled)
217
      else if ((wParam_loword == MENUID_CHESSBOARD_PREVIOUSMOVE) && (the_scene.gui.larrow.state != 0))
218
      {
219
         the_board.viewed_move--; // enter view mode and go back one move
116 pmbaty 220
         Audio_PlaySound (SOUNDTYPE_CLICK, 0.0f, 0.0f, 0.04f); // make a click sound at the center of the board
1 pmbaty 221
         the_board.reevaluate = true; // evaluate board again
222
      }
223
 
224
      // chessboard menu, next move (only if arrow is enabled)
225
      else if ((wParam_loword == MENUID_CHESSBOARD_NEXTMOVE) && (the_scene.gui.rarrow.state != 0))
226
      {
227
         the_board.viewed_move++; // enter view mode and go forward one move
116 pmbaty 228
         Audio_PlaySound (SOUNDTYPE_CLICK, 0.0f, 0.0f, 0.04f); // make a click sound at the center of the board
1 pmbaty 229
         the_board.reevaluate = true; // evaluate board again
230
      }
231
 
232
      // chessboard menu, current state of game
233
      else if (wParam_loword == MENUID_CHESSBOARD_CURRENTSTATEOFGAME)
234
      {
235
         the_board.viewed_move = the_board.move_count - 1; // enter view mode and go to the current state of the game
116 pmbaty 236
         Audio_PlaySound (SOUNDTYPE_CLICK, 0.0f, 0.0f, 0.04f); // make a click sound at the center of the board
1 pmbaty 237
         the_board.reevaluate = true; // evaluate board again
238
      }
239
 
240
      // chessboard menu, top view
241
      else if (wParam_loword == MENUID_CHESSBOARD_TOPVIEW)
242
      {
24 pmbaty 243
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
244
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
245
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
246
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
247
                || (viewer_index == current_viewer))
248
            {
25 pmbaty 249
               the_board.players[viewer_index].view_pitch = 89.99f;
24 pmbaty 250
               the_board.players[viewer_index].view_yaw = (current_viewer == COLOR_BLACK ? 90.0f : -90.0f);
251
               the_board.players[viewer_index].view_distance = 58.0f;
252
            }
1 pmbaty 253
      }
254
 
255
      // chessboard menu, default view
256
      else if (wParam_loword == MENUID_CHESSBOARD_DEFAULTVIEW)
257
      {
24 pmbaty 258
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
259
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
260
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
261
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
262
                || (viewer_index == current_viewer))
263
            {
264
               the_board.players[viewer_index].view_pitch = 55.0f;
265
               the_board.players[viewer_index].view_yaw = (current_viewer == COLOR_BLACK ? 90.0f : -90.0f);
266
               the_board.players[viewer_index].view_distance = 70.0f;
267
            }
1 pmbaty 268
      }
269
 
270
      // chessboard menu, reset view
271
      else if (wParam_loword == MENUID_CHESSBOARD_RESETVIEW)
272
      {
24 pmbaty 273
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
274
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
275
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
276
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
277
                || (viewer_index == current_viewer))
278
            {
279
               the_board.players[viewer_index].view_pitch = the_board.players[current_viewer].custom_pitch;
280
               the_board.players[viewer_index].view_yaw = the_board.players[current_viewer].custom_yaw;
281
               the_board.players[viewer_index].view_distance = the_board.players[current_viewer].custom_distance;
282
            }
1 pmbaty 283
      }
284
 
285
      // chessboard menu, zoom in
286
      else if (wParam_loword == MENUID_CHESSBOARD_ZOOMIN)
287
      {
288
         // scroll up & save this as the new custom distance
289
         the_board.players[current_viewer].view_distance = max (48.0f, the_board.players[current_viewer].view_distance - 2.0f);
290
         the_board.players[current_viewer].custom_distance = the_board.players[current_viewer].view_distance;
291
         the_scene.update = true; // update the 3D scene
292
      }
293
 
294
      // chessboard menu, zoom out
295
      else if (wParam_loword == MENUID_CHESSBOARD_ZOOMOUT)
296
      {
297
         // scroll down & save this as the new custom distance
298
         the_board.players[current_viewer].view_distance = min (100.0f, the_board.players[current_viewer].view_distance + 2.0f);
299
         the_board.players[current_viewer].custom_distance = the_board.players[current_viewer].view_distance;
300
         the_scene.update = true; // update the 3D scene
301
      }
302
 
303
      // chessboard menu, change appearance
304
      else if (wParam_loword == MENUID_CHESSBOARD_CHANGEAPPEARANCE)
305
         DialogBox_ChangeAppearance ();
306
 
307
      // chessboard menu, display windows desktop
308
      else if (wParam_loword == MENUID_CHESSBOARD_DISPLAYWINDOWSDESKTOP)
309
         ShowWindow (hWnd, SW_MINIMIZE);
310
 
311
      // internet menu, show online players
312
      else if (wParam_loword == MENUID_INTERNET_SHOWONLINEPLAYERS)
313
         Window_Opponents ();
314
 
315
      // internet menu, show sought games
316
      else if (wParam_loword == MENUID_INTERNET_SHOWSOUGHTGAMES)
317
         Window_Sought ();
318
 
319
      // internet menu, seek game
320
      else if (wParam_loword == MENUID_INTERNET_SEEKGAME)
321
         DialogBox_SendSeek ();
322
 
323
      // internet menu, chatter channels
324
      else if (wParam_loword == MENUID_INTERNET_CHATTERCHANNELS)
325
         Window_ChatterChannels ();
326
 
327
      // internet menu, enter chat text
328
      else if (wParam_loword == MENUID_INTERNET_ENTERCHATTEXT)
329
         PostMessage (hWnd, WM_CHAR, L' ', 0); // emulate a space bar hit
330
 
331
      // internet menu, display player card
332
      else if (wParam_loword == MENUID_INTERNET_DISPLAYPLAYERCARD)
333
         DialogBox_PlayerInfoName ();
334
 
335
      // internet menu, display your card
336
      else if (wParam_loword == MENUID_INTERNET_DISPLAYYOURCARD)
337
      {
338
         local_player = Player_FindByType (PLAYER_HUMAN);
339
         if (local_player != NULL)
340
            PlayerCard_FindOrCreate (local_player->name); // display player's own player card
341
      }
342
 
343
      // internet menu, MOTD
344
      else if (wParam_loword == MENUID_INTERNET_MOTD)
345
         Window_MOTD ();
346
 
347
      // help menu, help
348
      else if (wParam_loword == MENUID_HELP_HELP)
29 pmbaty 349
      {
59 pmbaty 350
         swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\Chess Giants (%s).html", app_path, languages[language_id].name);
351
         if (_waccess (folder_path, 0) != 0)
352
            swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\Chess Giants (English).html", app_path);
29 pmbaty 353
         ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_MAXIMIZE); // fire up the help file
354
      }
1 pmbaty 355
 
356
      // help menu, get chess games
357
      else if (wParam_loword == MENUID_HELP_GETCHESSGAMES)
358
         ShellExecute (NULL, L"open", L"http://www.chessgames.com", NULL, NULL, SW_MAXIMIZE); // fire up the browser
359
 
21 pmbaty 360
      // help menu, add/modify visual themes
361
      else if (wParam_loword == MENUID_HELP_ADDMODIFYVISUALTHEMES)
362
      {
363
         swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\themes", app_path);
364
         ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_SHOWNORMAL); // fire up Windows Explorer
365
      }
366
 
50 pmbaty 367
      // help menu, add/modify engines
368
      else if (wParam_loword == MENUID_HELP_ADDMODIFYENGINES)
369
      {
370
         swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\engines", app_path);
371
         ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_SHOWNORMAL); // fire up Windows Explorer
372
      }
373
 
21 pmbaty 374
      // help menu, add/modify translations
375
      else if (wParam_loword == MENUID_HELP_ADDMODIFYTRANSLATIONS)
376
      {
377
         swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\data\\languages", app_path);
378
         ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_SHOWNORMAL); // fire up Windows Explorer
379
      }
380
 
1 pmbaty 381
      // help menu, about
382
      else if (wParam_loword == MENUID_HELP_ABOUT)
383
         DialogBox_About (); // show the About dialog box
384
 
385
      // call the default window message processing function to keep things going
386
      return (DefWindowProc (hWnd, message, wParam, lParam));
387
   }
388
 
3 pmbaty 389
   /////////////////////////////////////////////////////
390
   // ctrl key press or release (while not in animation)
391
   else if ((message == WM_KEYDOWN) && (wParam == VK_CONTROL) && (animation_endtime + 1.0f < current_time))
392
   {
393
      ctrl_pressed = true; // remember the ctrl key is pressed
394
 
395
      // call the default window message processing function to keep things going
396
      return (DefWindowProc (hWnd, message, wParam, lParam));
397
   }
398
   else if ((message == WM_KEYUP) && (wParam == VK_CONTROL) && (animation_endtime + 1.0f < current_time))
399
   {
400
      ctrl_pressed = false; // remember the ctrl key is released
401
      rbutton_pushed = false; // remember button is released
402
      the_scene.update = true; // update the 3D scene
403
 
404
      // call the default window message processing function to keep things going
405
      return (DefWindowProc (hWnd, message, wParam, lParam));
406
   }
407
 
21 pmbaty 408
   //////////////////
409
   // MOUSE EVENTS //
410
   //////////////////
411
 
1 pmbaty 412
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 413
   // left mouse button push
414
   else if (message == WM_LBUTTONDOWN)
3 pmbaty 415
   {
21 pmbaty 416
      // are we in animation OR are mouse commands NOT allowed ?
417
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
418
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
419
 
124 pmbaty 420
      // are we in board closeup mode OR are we online AND do we NOT have the right to select anything ?
421
      if (((current_distance == CLOSEUP_VIEW_DISTANCE) && (current_pitch == CLOSEUP_VIEW_PITCH))
422
          || ((remote_player != NULL) && !remote_player->is_in_game))
423
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
424
 
3 pmbaty 425
      // is the ctrl key pressed (emulates a right click) ?
426
      if (ctrl_pressed)
427
      {
428
         prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
429
         prevgui_y = GET_Y_LPARAM (lParam);
430
 
431
         // if we click something, stop moving the table immediately
432
 
24 pmbaty 433
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
434
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
435
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
436
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
437
                || (viewer_index == current_viewer))
438
            {
439
               the_board.players[viewer_index].view_pitch = current_pitch;
440
               the_board.players[viewer_index].view_yaw = current_yaw;
441
            }
442
 
3 pmbaty 443
         rbutton_pushed = true; // remember button is clicked
444
      }
445
 
446
      // call the default window message processing function to keep things going
447
      return (DefWindowProc (hWnd, message, wParam, lParam));
448
   }
449
 
450
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 451
   // left mouse button release
452
   else if (message == WM_LBUTTONUP)
1 pmbaty 453
   {
21 pmbaty 454
      // are we in animation OR are mouse commands NOT allowed ?
455
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
456
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
457
 
3 pmbaty 458
      // is the ctrl key pressed (emulates a right click) ?
459
      if (ctrl_pressed)
460
      {
461
         rbutton_pushed = false; // remember button is released
462
         the_scene.update = true; // update the 3D scene
463
 
464
         // call the default window message processing function to keep things going
465
         return (DefWindowProc (hWnd, message, wParam, lParam));
466
      }
467
 
1 pmbaty 468
      prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
469
      prevgui_y = GET_Y_LPARAM (lParam);
470
 
471
      // get mouse coordinates
472
      gui_x = GET_X_LPARAM (lParam);
473
      gui_y = GET_Y_LPARAM (lParam);
474
 
124 pmbaty 475
      // is the "new game" button displayed AND is the mouse hovering it ?
476
      if ((the_scene.gui.newgamebutton.state != 0) && Button_IsHovered (&the_scene.gui.newgamebutton, gui_x, gui_y))
477
      {
478
         GUIBUTTON_DISABLE (the_scene.gui.newgamebutton); // hide the "new game" button
479
         GUIBUTTON_DISABLE (the_scene.gui.opengamebutton); // hide the "open game" button
480
         DialogBox_NewGame (); // fire up the "new game" dialog box
481
      }
1 pmbaty 482
 
124 pmbaty 483
      // is the "open game" button displayed AND is the mouse hovering it ?
484
      if ((the_scene.gui.opengamebutton.state != 0) && Button_IsHovered (&the_scene.gui.opengamebutton, gui_x, gui_y))
485
      {
486
         GUIBUTTON_DISABLE (the_scene.gui.newgamebutton); // hide the "new game" button
487
         GUIBUTTON_DISABLE (the_scene.gui.opengamebutton); // hide the "open game" button
488
         DialogBox_Load (); // fire up the "open game" dialog box
489
      }
1 pmbaty 490
 
491
      // is the chat button displayed AND is the mouse hovering it ?
492
      if ((the_scene.gui.chatbutton.state != 0) && Button_IsHovered (&the_scene.gui.chatbutton, gui_x, gui_y))
493
      {
494
         // find or create the corresponding interlocutor structure and fire it up
124 pmbaty 495
         if (remote_player != NULL)
496
            Interlocutor_FindOrCreate (remote_player->name);
1 pmbaty 497
      }
498
 
499
      // is the games button displayed AND is the mouse hovering it ?
500
      if ((the_scene.gui.gamesbutton.state != 0) && Button_IsHovered (&the_scene.gui.gamesbutton, gui_x, gui_y))
501
         Window_Sought (); // if so, display the sought games window
502
 
503
      // is the people button displayed AND is the mouse hovering it ?
504
      if ((the_scene.gui.peoplebutton.state != 0) && Button_IsHovered (&the_scene.gui.peoplebutton, gui_x, gui_y))
505
         Window_Opponents (); // if so, display the opponents window
506
 
124 pmbaty 507
      // are we in board closeup mode OR are we online AND do we NOT have the right to select anything ?
508
      if (((current_distance == CLOSEUP_VIEW_DISTANCE) && (current_pitch == CLOSEUP_VIEW_PITCH))
509
          || ((remote_player != NULL) && !remote_player->is_in_game))
510
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
511
 
140 pmbaty 512
      // handle game history navigation
513
      if ((the_scene.gui.llarrow.state != 0) && Button_IsHovered (&the_scene.gui.llarrow, gui_x, gui_y))
514
         SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_BEGINNINGOFGAME, NULL); // send a "jump to beginning" event
515
      else if ((the_scene.gui.larrow.state != 0) && Button_IsHovered (&the_scene.gui.larrow, gui_x, gui_y))
124 pmbaty 516
         SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_PREVIOUSMOVE, NULL); // send a "previous move" event
140 pmbaty 517
      else if ((the_scene.gui.rarrow.state != 0) && Button_IsHovered (&the_scene.gui.rarrow, gui_x, gui_y))
124 pmbaty 518
         SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_NEXTMOVE, NULL); // send a "next move" event
140 pmbaty 519
      else if ((the_scene.gui.rrarrow.state != 0) && Button_IsHovered (&the_scene.gui.rrarrow, gui_x, gui_y))
520
         SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_CURRENTSTATEOFGAME, NULL); // send a "jump to end" event
124 pmbaty 521
 
1 pmbaty 522
      // is the parts selection line displayed AND is the mouse anywhere near it ?
523
      if (the_scene.gui.is_partspick_displayed && Render_IsMouseInBox (gui_x, gui_y, 0.0f, 0.0f, 100.0f, 11.0f))
524
      {
525
         // for each selectable part, if the mouse is on it, mark it as selected
526
         for (part_index = 0; part_index < 13; part_index++)
527
            if (Render_IsMouseInBox (gui_x, gui_y, part_index * (100.0f / 13.0f), 0, 100.0f / 13.0f, 11.0f))
528
            {
529
               the_scene.gui.partspick_selectedpart = selectable_parts[part_index]; // mark it as selected
116 pmbaty 530
               Audio_PlaySound (SOUNDTYPE_CLICK, 0.0f, 0.0f, 0.04f); // make a click sound at the center of the board
1 pmbaty 531
               break; // no need to search further if one selection was found
532
            }
533
      }
534
 
535
      // if we are not allowed to select anything, don't even try
75 pmbaty 536
      if (is_paused || (current_player->type != PLAYER_HUMAN) || (the_board.viewed_move != the_board.move_count - 1)
136 pmbaty 537
          || ((the_board.game_state != STATE_SETUPPOSITION) && (the_board.game_state != STATE_PLAYING))
1 pmbaty 538
          || ((remote_player != NULL) && !remote_player->is_in_game))
539
      {
540
         the_scene.update = true; // update the 3D scene
541
 
542
         // call the default window message processing function to keep things going
543
         return (DefWindowProc (hWnd, message, wParam, lParam));
544
      }
545
 
546
      // it's a single click. The user clicked on a square.
547
 
548
      // figure out the coordinates on table
549
      Render_MouseToFloor (gui_x, gui_y, &board_x, &board_y);
550
 
551
      // translate them to board coordinates
552
      the_board.hovered_position[0] = (int) floor ((20.0f - board_y) / 5.0f);
553
      the_board.hovered_position[1] = 7 - (int) floor ((20.0f - board_x) / 5.0f);
554
      highlight_endtime = 0; // stop highlighting anything
555
 
556
      // if it's outside the table, end the job
557
      if (!IS_VALID_POSITION (the_board.hovered_position))
558
      {
559
         the_scene.update = true; // update the 3D scene
560
 
561
         // call the default window message processing function to keep things going
562
         return (DefWindowProc (hWnd, message, wParam, lParam));
563
      }
564
 
565
      // we clicked a valid slot on the table
566
 
567
      current_move = &the_board.moves[the_board.viewed_move]; // quick access to current move
568
 
569
      ///////////////////////////////////
570
      // are we in parts placement mode ?
571
      if (the_board.game_state == STATE_SETUPPOSITION)
572
      {
573
         // quick access to line and column
574
         line = the_board.hovered_position[0];
575
         column = the_board.hovered_position[1];
576
 
577
         // figure out the color of the part we are placing
578
         if (the_scene.gui.partspick_selectedpart == tolower (the_scene.gui.partspick_selectedpart))
579
            part_color = COLOR_BLACK; // black color
580
         else
581
            part_color = COLOR_WHITE; // white color
582
 
583
         // are we erasing a king ? if so, replace it at its default location
584
         if ((current_move->slots[line][column].part == PART_KING) && (current_move->slots[line][column].color == COLOR_BLACK)
585
             && (the_scene.gui.partspick_selectedpart != 'k'))
586
         {
587
            // is it ALREADY the king's default location ? if so, give up
588
            if ((line == 7) && (column == 4))
589
            {
116 pmbaty 590
               Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the "illegal move" sound
1 pmbaty 591
               return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message proc
592
            }
593
 
594
            Move_SetSlot (current_move, 7, 4, COLOR_BLACK, PART_KING); // replace black king
595
         }
596
         else if ((current_move->slots[line][column].part == PART_KING) && (current_move->slots[line][column].color == COLOR_WHITE)
597
                  && (the_scene.gui.partspick_selectedpart != 'K'))
598
         {
599
            // is it ALREADY the king's default location ? if so, give up
600
            if ((line == 0) && (column == 4))
601
            {
116 pmbaty 602
               Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the "illegal move" sound
1 pmbaty 603
               return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message proc
604
            }
605
 
606
            Move_SetSlot (current_move, 0, 4, COLOR_WHITE, PART_KING); // replace white king
607
         }
608
 
609
         // place the selected part on the board
610
         if (tolower (the_scene.gui.partspick_selectedpart) == 'p')
611
            Move_SetSlot (current_move, line, column, part_color, PART_PAWN); // pawn
612
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'r')
613
            Move_SetSlot (current_move, line, column, part_color, PART_ROOK); // rook
614
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'n')
615
            Move_SetSlot (current_move, line, column, part_color, PART_KNIGHT); // knight
616
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'b')
617
            Move_SetSlot (current_move, line, column, part_color, PART_BISHOP); // bishop
618
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'q')
619
            Move_SetSlot (current_move, line, column, part_color, PART_QUEEN); // queen
620
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'k')
621
         {
622
            // parse the board for other kings of the same color and erase them
623
            for (index_line = 0; index_line < 8; index_line++)
624
               for (index_column = 0; index_column < 8; index_column++)
625
                  if ((current_move->slots[index_line][index_column].color == part_color)
626
                      && (current_move->slots[index_line][index_column].part == PART_KING))
627
                     memset (&current_move->slots[index_line][index_column], 0, sizeof (boardslot_t)); // erase this slot
628
 
629
            Move_SetSlot (current_move, line, column, part_color, PART_KING); // king
630
         }
631
         else
632
            Move_SetSlot (current_move, line, column, 0, PART_NONE); // no part
633
 
634
         // figure out which sound to play
635
         if (the_scene.gui.partspick_selectedpart != ' ')
116 pmbaty 636
            Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play a move sound when placing a part
1 pmbaty 637
 
638
         the_scene.update = true; // update the 3D scene
639
 
640
         // call the default window message processing function to keep things going
641
         return (DefWindowProc (hWnd, message, wParam, lParam));
642
      }
643
      // end of parts placement mode
644
      //////////////////////////////
645
 
646
      // does a selection NOT exist yet ?
647
      if (!IS_VALID_POSITION (the_board.selected_position))
648
      {
649
         // is there a selectable part at this location ?
650
         if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part != PART_NONE)
651
            && (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].color == Board_ColorToMove (&the_board)))
652
         {
653
            // mark the selected position as selected (and remember it)
654
            the_board.selected_position[0] = the_board.hovered_position[0];
655
            the_board.selected_position[1] = the_board.hovered_position[1];
656
         }
657
 
658
         the_scene.update = true; // update the 3D scene
659
 
660
         // call the default window message processing function to keep things going
661
         return (DefWindowProc (hWnd, message, wParam, lParam));
662
      }
663
 
664
      // a selection exists already
665
 
666
      // is it the slot that was previously selected ? (i.e, user wants to "unselect" it)
667
      if ((the_board.hovered_position[0] == the_board.selected_position[0]) && (the_board.hovered_position[1] == the_board.selected_position[1]))
668
      {
669
         // forget the selected position
670
         the_board.selected_position[0] = -1;
671
         the_board.selected_position[1] = -1;
672
 
673
         the_scene.update = true; // update the 3D scene
674
 
675
         // call the default window message processing function to keep things going
676
         return (DefWindowProc (hWnd, message, wParam, lParam));
677
      }
678
 
679
      // else is it another part of the same color ? (i.e, user wants to change the part he selected)
680
      else if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part != PART_NONE)
681
               && (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].color == Board_ColorToMove (&the_board)))
682
      {
683
         // mark the selected position as selected (and remember it)
684
         the_board.selected_position[0] = the_board.hovered_position[0];
685
         the_board.selected_position[1] = the_board.hovered_position[1];
686
 
687
         the_scene.update = true; // update the 3D scene
688
 
689
         // call the default window message processing function to keep things going
690
         return (DefWindowProc (hWnd, message, wParam, lParam));
691
      }
692
 
693
      // else is it a possible move ?
694
      else if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].flags & FLAG_POSSIBLEMOVE)
695
               || (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].flags & FLAG_TAKEABLE))
696
      {
697
         // are we in check after the move ? (FIXME: call EP version of this func for en passant moves)
698
         if (Move_IsColorInCheckAfterTestMove (current_move, the_board.selected_position[0], the_board.selected_position[1], the_board.hovered_position[0], the_board.hovered_position[1], Board_ColorToMove (&the_board)))
699
         {
116 pmbaty 700
            Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE, 17.5f - (7 - the_board.hovered_position[1]) * 5.0f, 17.5f - the_board.hovered_position[0] * 5.0f, 0.04f); // play the "illegal move" sound
1 pmbaty 701
 
702
            the_scene.update = true; // update the 3D scene
703
 
704
            // call the default window message processing function to keep things going
705
            return (DefWindowProc (hWnd, message, wParam, lParam));
706
         }
707
 
708
         ////////////////////
709
         // movement is valid
710
 
711
         // do it
712
         Board_AppendMove (&the_board, the_board.selected_position[0], the_board.selected_position[1], the_board.hovered_position[0], the_board.hovered_position[1], PART_NONE, NULL);
713
         current_move = &the_board.moves[the_board.move_count - 1]; // update current move pointer
714
 
715
         // are we in internet mode ?
716
         if (remote_player != NULL)
717
            the_board.reevaluate = false; // if so, don't reevaluate the board yet, let the server do it
718
 
719
         // was it a pawn being promoted ? if so, display the dialog box and wait for the reply
720
         if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part == PART_PAWN)
721
             && ((the_board.hovered_position[0] == 0) || (the_board.hovered_position[0] == 7)))
722
            DialogBox_PawnPromotion (); // display the pawn promotion dialog box
723
 
724
         // else it was a normal move
725
         else
726
         {
727
            Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1); // forget the hovered and selected positions
728
            the_board.has_playerchanged = true; // and switch players
729
         }
730
 
731
         the_scene.update = true; // update the 3D scene
732
         animation_endtime = current_time + ANIMATION_DURATION; // play animation now
733
 
734
         // call the default window message processing function to keep things going
735
         return (DefWindowProc (hWnd, message, wParam, lParam));
736
      }
737
 
738
      // else it's another location
739
 
116 pmbaty 740
      Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE, 17.5f - (7 - the_board.hovered_position[1]) * 5.0f, 17.5f - the_board.hovered_position[0] * 5.0f, 0.04f); // play the "illegal move" sound
1 pmbaty 741
 
742
      the_scene.update = true; // update the 3D scene
743
 
744
      // call the default window message processing function to keep things going
745
      return (DefWindowProc (hWnd, message, wParam, lParam));
746
   }
747
 
748
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 749
   // right mouse button push
750
   else if (message == WM_RBUTTONDOWN)
1 pmbaty 751
   {
21 pmbaty 752
      // are we in animation OR are mouse commands NOT allowed ?
753
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
754
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
755
 
1 pmbaty 756
      prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
757
      prevgui_y = GET_Y_LPARAM (lParam);
758
 
759
      // if we click something, stop moving the table immediately
760
 
24 pmbaty 761
      // cycle through both players and change their view angles EXCEPT the opponent if he's human
762
      for (viewer_index = 0; viewer_index < 2; viewer_index++)
763
         if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
764
               || (the_board.players[viewer_index].type == PLAYER_INTERNET)
765
               || (viewer_index == current_viewer))
766
         {
767
            the_board.players[viewer_index].view_pitch = current_pitch;
768
            the_board.players[viewer_index].view_yaw = current_yaw;
769
         }
770
 
1 pmbaty 771
      rbutton_pushed = true; // remember button is clicked
772
 
773
      // call the default window message processing function to keep things going
774
      return (DefWindowProc (hWnd, message, wParam, lParam));
775
   }
776
 
777
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 778
   // right mouse button release
779
   else if (message == WM_RBUTTONUP)
1 pmbaty 780
   {
21 pmbaty 781
      // are we in animation OR are mouse commands NOT allowed ?
782
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
783
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
784
 
1 pmbaty 785
      rbutton_pushed = false; // remember button is released
786
      the_scene.update = true; // update the 3D scene
787
 
788
      // call the default window message processing function to keep things going
789
      return (DefWindowProc (hWnd, message, wParam, lParam));
790
   }
791
 
21 pmbaty 792
   ////////////////////////////////////////////////////////////////////////////////////////////////
1 pmbaty 793
   // left mouse button DOUBLE-click
21 pmbaty 794
   else if (message == WM_LBUTTONDBLCLK)
1 pmbaty 795
   {
21 pmbaty 796
      // are we in animation OR are mouse commands NOT allowed ?
797
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
798
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
799
 
1 pmbaty 800
      // get mouse coordinates
801
      gui_x = GET_X_LPARAM (lParam);
802
      gui_y = GET_Y_LPARAM (lParam);
803
 
804
      // are we in game and did we click the move comments area ?
805
      if ((the_board.game_state >= STATE_PLAYING) && (the_board.viewed_move > 0) && Render_IsMouseInBox (gui_x, gui_y, 10.0f, 0.0f, 80.0f, 10.0f))
806
      {
807
         DialogBox_Comment (); // fire up the comment dialog box
808
         return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message processing function to keep things going
809
      }
21 pmbaty 810
 
811
      // call the default window message processing function to keep things going
812
      return (DefWindowProc (hWnd, message, wParam, lParam));
1 pmbaty 813
   }
814
 
815
   ////////////////////////////////////////////////////////////////////////////////////////////////
816
   // mouse move (while not in animation)
21 pmbaty 817
   else if (message == WM_MOUSEMOVE)
1 pmbaty 818
   {
21 pmbaty 819
      // are we in animation OR are mouse commands NOT allowed ?
820
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
821
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
822
 
1 pmbaty 823
      // get mouse coordinates
824
      gui_x = GET_X_LPARAM (lParam);
825
      gui_y = GET_Y_LPARAM (lParam);
826
 
827
      // handle button update status
140 pmbaty 828
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.llarrow, gui_x, gui_y);
1 pmbaty 829
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.larrow, gui_x, gui_y);
830
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.rarrow, gui_x, gui_y);
140 pmbaty 831
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.rrarrow, gui_x, gui_y);
124 pmbaty 832
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.newgamebutton, gui_x, gui_y);
833
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.opengamebutton, gui_x, gui_y);
1 pmbaty 834
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.chatbutton, gui_x, gui_y);
835
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.gamesbutton, gui_x, gui_y);
836
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.peoplebutton, gui_x, gui_y);
837
 
124 pmbaty 838
      // are we in board closeup mode OR are we online AND do we NOT have the right to select anything ?
839
      if (((current_distance == CLOSEUP_VIEW_DISTANCE) && (current_pitch == CLOSEUP_VIEW_PITCH))
840
          || ((remote_player != NULL) && !remote_player->is_in_game))
1 pmbaty 841
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
842
 
843
      // is the parts selection line displayed AND is the mouse anywhere in it ?
844
      if (the_scene.gui.is_partspick_displayed && Render_IsMouseInBox (gui_x, gui_y, 0.0f, 0.0f, 100.0f, 11.0f))
845
      {
846
         // for each selectable part...
847
         for (part_index = 0; part_index < 13; part_index++)
848
         {
849
            // is the mouse hovering it ?
850
            if (Render_IsMouseInBox (gui_x, gui_y, part_index * (100.0f / 13.0f), 0, 100.0f / 13.0f, 11.0f))
851
            {
852
               // was it NOT hovered before ?
853
               if (the_scene.gui.partspick_hoveredpart != selectable_parts[part_index])
854
               {
855
                  the_scene.gui.partspick_hoveredpart = selectable_parts[part_index]; // mark it as hovered
856
                  the_scene.update = true; // update the scene
857
               }
858
            }
859
 
860
            // else was it hovered before ?
861
            else if (the_scene.gui.partspick_hoveredpart == selectable_parts[part_index])
862
            {
863
               the_scene.gui.partspick_hoveredpart = 0; // clear the hovered part
864
               the_scene.update = true; // update the scene
865
            }
866
         }
867
      }
868
      else
869
         the_scene.gui.partspick_hoveredpart = 0; // clear the hovered part
870
 
871
      // if right button was clicked, compute new pitch and yaw
872
      if (rbutton_pushed)
873
      {
24 pmbaty 874
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
875
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
876
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
877
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
878
                || (viewer_index == current_viewer))
879
            {
880
               the_board.players[viewer_index].view_pitch += (gui_y - prevgui_y) * 0.3f;
124 pmbaty 881
               if (the_board.players[viewer_index].view_pitch < MIN_VIEW_PITCH)
882
                  the_board.players[viewer_index].view_pitch = MIN_VIEW_PITCH; // wrap angles around so that they
883
               if (the_board.players[viewer_index].view_pitch > MAX_VIEW_PITCH)
884
                  the_board.players[viewer_index].view_pitch = MAX_VIEW_PITCH; // stay in the min-max pitch bounds
1 pmbaty 885
 
24 pmbaty 886
               the_board.players[viewer_index].view_yaw += (gui_x - prevgui_x) * 0.3f;
887
               the_board.players[viewer_index].view_yaw = WrapAngle (the_board.players[viewer_index].view_yaw);
1 pmbaty 888
 
24 pmbaty 889
               // save these as the new custom angles
890
               the_board.players[viewer_index].custom_pitch = the_board.players[viewer_index].view_pitch;
891
               the_board.players[viewer_index].custom_yaw = the_board.players[viewer_index].view_yaw;
1 pmbaty 892
 
24 pmbaty 893
               // when moving the table around, jump to ideal angles immediately
894
               current_pitch = the_board.players[viewer_index].view_pitch;
895
               current_yaw = the_board.players[viewer_index].view_yaw;
896
            }
1 pmbaty 897
 
898
         the_scene.update = true; // button was clicked, update the 3D scene
899
      }
900
 
901
      // else it's just the mouse wandering around ; have we the right to select something ?
902
      else if ((the_board.viewed_move == the_board.move_count - 1) && (current_player->type == PLAYER_HUMAN) && (highlight_endtime < current_time))
903
      {
904
         // save the old positions
905
         prev_hovered_position[0] = the_board.hovered_position[0];
906
         prev_hovered_position[1] = the_board.hovered_position[1];
907
 
908
         // figure out the coordinates on table
909
         Render_MouseToFloor (gui_x, gui_y, &board_x, &board_y);
910
 
911
         // translate them to board coordinates
912
         the_board.hovered_position[0] = (int) floor ((20.0f - board_y) / 5.0f);
913
         the_board.hovered_position[1] = 7 - (int) floor ((20.0f - board_x) / 5.0f);
914
 
915
         // do they differ from last time ?
916
         if ((the_board.hovered_position[0] != prev_hovered_position[0]) || (the_board.hovered_position[1] != prev_hovered_position[1]))
917
            the_scene.update = true; // if so, update scene
918
      }
919
 
136 pmbaty 920
      // has the user the right to leave a comment AND is there no comment yet ?
1 pmbaty 921
      if ((the_board.game_state >= STATE_PLAYING) && (the_board.viewed_move > 0)
922
          && ((the_board.moves[the_board.viewed_move].comment == NULL) || (the_board.moves[the_board.viewed_move].comment[0] == 0)))
923
      {
924
         // is the mouse above the comments zone ? if so, display a dimmed hint text
925
         if (Render_IsMouseInBox (gui_x, gui_y, 30.0f, 0.0f, 40.0f, 10.0f))
926
         {
927
            if (!the_scene.gui.comment_text.is_displayed)
928
            {
140 pmbaty 929
               Scene_UpdateText (&the_scene.gui.comment_text, RGBA_TO_RGBACOLOR (255, 255, 255, 127), DURATION_INFINITE, false, L"\n\n%s", LOCALIZE (L"DoubleClickToEnterComment"));
1 pmbaty 930
               the_scene.update = true; // and update the scene
931
            }
932
         }
933
         else
934
         {
935
            if (the_scene.gui.comment_text.is_displayed)
936
            {
937
               the_scene.gui.comment_text.is_displayed = false; // if not, erase the hint text
938
               the_scene.update = true; // and update the scene
939
            }
940
         }
941
      }
942
 
943
      // remember these coordinates for next time
944
      prevgui_x = gui_x;
945
      prevgui_y = gui_y;
946
 
947
      // call the default window message processing function to keep things going
948
      return (DefWindowProc (hWnd, message, wParam, lParam));
949
   }
950
 
951
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 952
   // mouse scroll
953
   else if (message == WM_MOUSEWHEEL)
1 pmbaty 954
   {
21 pmbaty 955
      // are we in animation OR are mouse commands NOT allowed ?
956
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
957
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
958
 
124 pmbaty 959
      // are we in board closeup mode OR are we online AND do we NOT have the right to select anything ?
960
      if (((current_distance == CLOSEUP_VIEW_DISTANCE) && (current_pitch == CLOSEUP_VIEW_PITCH))
961
          || ((remote_player != NULL) && !remote_player->is_in_game))
1 pmbaty 962
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
963
 
136 pmbaty 964
      // get mouse coordinates (strangely enough, the WM_MOUSEWHEEL message outputs ABSOLUTE coordinates, and we need to convert them...)
965
      point.x = GET_X_LPARAM (lParam);
966
      point.y = GET_Y_LPARAM (lParam);
967
      ScreenToClient (hWnd, &point);
968
      gui_x = point.x;
969
      gui_y = point.y;
970
 
971
      // is a game history displayed and are we (roughly) hovering this area ?
972
      if (the_scene.gui.history_text.is_displayed && Render_IsMouseInBox (gui_x, gui_y, 90.0f, 10.0f, 10.0f, 40.0f))
973
      {
974
         // we want to scroll through the game history rather than zooming in/out. Scroll up or scroll down ?
975
         if ((GET_WHEEL_DELTA_WPARAM (wParam) > 0) && (the_scene.gui.larrow.state != 0))
976
            SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_PREVIOUSMOVE, NULL); // send a "previous move" event
977
         else if ((GET_WHEEL_DELTA_WPARAM (wParam) < 0) && (the_scene.gui.rarrow.state != 0))
978
            SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_NEXTMOVE, NULL); // send a "next move" event
979
 
980
         return (DefWindowProc (hWnd, message, wParam, lParam)); // and call the default window message processing function to keep things going
981
      }
982
 
983
      // we want to zoom in/out of the scene. Scroll up or scroll down ?
1 pmbaty 984
      if (GET_WHEEL_DELTA_WPARAM (wParam) > 0)
124 pmbaty 985
         the_board.players[current_viewer].view_distance = max (MIN_VIEW_DISTANCE, the_board.players[current_viewer].view_distance - 2.0f);
1 pmbaty 986
      else if (GET_WHEEL_DELTA_WPARAM (wParam) < 0)
124 pmbaty 987
         the_board.players[current_viewer].view_distance = min (MAX_VIEW_DISTANCE, the_board.players[current_viewer].view_distance + 2.0f);
1 pmbaty 988
 
989
      // save this as the new custom distance
990
      the_board.players[current_viewer].custom_distance = the_board.players[current_viewer].view_distance;
991
 
992
      // when moving the table around, jump to ideal angles immediately
993
      current_distance = the_board.players[current_viewer].view_distance;
994
 
995
      the_scene.update = true; // update the 3D scene
996
 
997
      // call the default window message processing function to keep things going
998
      return (DefWindowProc (hWnd, message, wParam, lParam));
999
   }
1000
 
1001
   ////////////////////////////////////////////////////////////////////////////////////////////////
1002
   // keyboard release
1003
   else if (message == WM_CHAR)
1004
   {
1005
      // are we in position setup mode ?
1006
      if (the_board.game_state == STATE_SETUPPOSITION)
1007
      {
1008
         // is it the enter key ? if so, exit setup mode and start playing
1009
         if (wParam == L'\r')
1010
         {
1011
            current_move = &the_board.moves[the_board.viewed_move]; // quick access to current move
1012
 
124 pmbaty 1013
            // make sure there is at least one king of each color (i.e. two kings)
1014
            part_index = 0;
1015
            for (line = 0; line < 8; line++)
1016
               for (column = 0; column < 8; column++)
1017
                  if (current_move->slots[line][column].part == PART_KING)
1018
                     part_index++; // there's one king more on this board
1019
            if (part_index != 2)
1020
               return (DefWindowProc (hWnd, message, wParam, lParam)); // when at least one king is missing, we just can't leave edition mode
1021
 
1 pmbaty 1022
            // (in)validate the castling positions
1023
            if ((current_move->slots[0][0].color == COLOR_WHITE) && (current_move->slots[0][0].part == PART_ROOK)
1024
                && (current_move->slots[0][4].color == COLOR_WHITE) && (current_move->slots[0][4].part == PART_KING))
1025
               current_move->sides[COLOR_WHITE].longcastle_allowed = true; // white castling queenside allowed
1026
            else
1027
               current_move->sides[COLOR_WHITE].longcastle_allowed = false; // white castling queenside no longer possible
1028
            if ((current_move->slots[0][7].color == COLOR_WHITE) && (current_move->slots[0][7].part == PART_ROOK)
1029
                && (current_move->slots[0][4].color == COLOR_WHITE) && (current_move->slots[0][4].part == PART_KING))
1030
               current_move->sides[COLOR_WHITE].shortcastle_allowed = true; // white castling kingside allowed
1031
            else
1032
               current_move->sides[COLOR_WHITE].shortcastle_allowed = false; // white castling kingside no longer possible
1033
            if ((current_move->slots[7][0].color == COLOR_BLACK) && (current_move->slots[7][0].part == PART_ROOK)
1034
                && (current_move->slots[7][4].color == COLOR_BLACK) && (current_move->slots[7][4].part == PART_KING))
1035
               current_move->sides[COLOR_BLACK].longcastle_allowed = true; // white castling queenside allowed
1036
            else
1037
               current_move->sides[COLOR_BLACK].longcastle_allowed = false; // white castling queenside no longer possible
1038
            if ((current_move->slots[7][7].color == COLOR_BLACK) && (current_move->slots[7][7].part == PART_ROOK)
1039
                && (current_move->slots[7][4].color == COLOR_BLACK) && (current_move->slots[7][4].part == PART_KING))
1040
               current_move->sides[COLOR_BLACK].shortcastle_allowed = true; // white castling kingside allowed
1041
            else
1042
               current_move->sides[COLOR_BLACK].shortcastle_allowed = false; // white castling kingside no longer possible
1043
 
1044
            current_move->color = COLOR_BLACK; // so that game starts with white
1045
 
1046
            // validate this board in Forsyth-Edwards Notation and reset it
1047
            Move_DescribeInFEN (current_move);
1048
            wcscpy_s (fen_string, WCHAR_SIZEOF (fen_string), current_move->fen_string); // have a copy of fen string
1049
            Board_Reset (&the_board, fen_string);
1050
 
1051
            the_board.game_state = STATE_PLAYING; // start the game now
1052
            the_board.reevaluate = true; // evaluate board again
1053
 
1054
            the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade out help text now (FIXME: ugly)
1055
            the_scene.update = true; // update the 3D scene
1056
 
1057
            // call the default window message processing function to keep things going
1058
            return (DefWindowProc (hWnd, message, wParam, lParam));
1059
         }
1060
      }
1061
 
1062
      // else are we in internet mode ?
124 pmbaty 1063
      else if (remote_player != NULL)
1 pmbaty 1064
      {
1065
         entered_ccreply = &the_scene.gui.entered_ccreply; // quick access to entered ccreply
1066
         local_player = Player_FindByType (PLAYER_HUMAN); // quick access to local player
1067
         if (local_player == NULL)
1068
            return (DefWindowProc (hWnd, message, wParam, lParam)); // theoretically impossible condition, but better be sure
1069
         if (selected_chatterchannel == NULL)
1070
            return (DefWindowProc (hWnd, message, wParam, lParam)); // theoretically impossible condition, but better be sure
1071
 
1072
         // are we NOT entering text yet ?
1073
         if (!the_scene.gui.is_entering_text)
1074
         {
1075
            // is it the space bar ?
1076
            if (wParam == L' ')
1077
            {
1078
               the_scene.gui.is_entering_text = true; // remember we are entering text
1079
 
1080
               // reset the entered text buffer
1081
               entered_ccreply->text = (wchar_t *) SAFE_malloc (1, sizeof (wchar_t), false);
1082
               entered_ccreply->text[0] = 0; // only the null terminator will fit
1083
               entered_ccreply->text_length = 0; // and set its length to zero
1084
            }
1085
         }
1086
 
1087
         // else we are currently in text entering mode
1088
         else
1089
         {
1090
            // is the typed character a printable character ?
1091
            if (iswprint (wParam))
1092
            {
1093
               // if so, reallocate space in the typed buffer (include null terminator)
1094
               entered_ccreply->text = (wchar_t *) SAFE_realloc (entered_ccreply->text, entered_ccreply->text_length + 1, entered_ccreply->text_length + 1 + 1, sizeof (wchar_t), false);
1095
               swprintf_s (&entered_ccreply->text[entered_ccreply->text_length], 1 + 1, L"%c", wParam); // append character
1096
               entered_ccreply->text_length++; // buffer holds now one character more
1097
            }
1098
 
1099
            // else is the typed character a backspace AND is there text to erase ?
1100
            else if ((wParam == 0x08) && (entered_ccreply->text_length > 0))
1101
            {
1102
               // if so, reallocate space in the typed buffer (include null terminator)
1103
               entered_ccreply->text = (wchar_t *) SAFE_realloc (entered_ccreply->text, entered_ccreply->text_length + 1, entered_ccreply->text_length + 1 - 1, sizeof (wchar_t), false);
1104
               entered_ccreply->text[entered_ccreply->text_length - 1] = 0; // backspace, delete one character
1105
               entered_ccreply->text_length--; // buffer holds now one character less
1106
            }
1107
 
1108
            // else is the typed character the escape key ?
1109
            else if (wParam == 0x1b)
1110
            {
1111
               SAFE_free ((void **) &entered_ccreply->text); // reset the entered text buffer
1112
               entered_ccreply->text_length = 0; // and set its length to zero
1113
               the_scene.gui.is_entering_text = false; // and exit from the text entering mode
1114
            }
1115
 
1116
            // else is the typed character the enter key ?
1117
            else if (wParam == 0x0d)
1118
               the_scene.gui.is_entering_text = false; // enter, exit from the text entering mode (this will validate our reply)
1119
 
1120
            // else it's an illegal character
1121
            else
116 pmbaty 1122
               Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE, 0.0f, 0.0f, 0.04f); // illegal character, beep the illegal move sound at the center of the board
1 pmbaty 1123
         }
1124
 
1125
         the_scene.update = true; // update the 3D scene
1126
 
1127
         // call the default window message processing function to keep things going
1128
         return (DefWindowProc (hWnd, message, wParam, lParam));
1129
      }
1130
   }
1131
 
1132
   ////////////////////////////////////////////////////////////////////////////////////////////////
1133
   // mouse move outside the window
1134
   else if (message == WM_NCMOUSEMOVE)
1135
   {
1136
      rbutton_pushed = false; // remember right button is released
1137
 
1138
      // call the default window message processing function to keep things going
1139
      return (DefWindowProc (hWnd, message, wParam, lParam));
1140
   }
1141
 
1142
   ////////////////////////////////////////////////////////////////////////////////////////////////
1143
   // window repaint
1144
   else if (message == WM_PAINT)
1145
   {
1146
      the_scene.update = true; // update the 3D scene
1147
 
1148
      // call the default window message processing function to keep things going
1149
      return (DefWindowProc (hWnd, message, wParam, lParam));
1150
   }
1151
 
1152
   // call the default window message processing function to keep things going
1153
   return (DefWindowProc (hWnd, message, wParam, lParam));
1154
}
1155
 
1156
 
1157
static bool Button_IsHovered (guibutton_t *button, int gui_x, int gui_y)
1158
{
1159
   // handy wrapper that returns whether a particular GUI button is hovered when the mouse is at the given coordinates
1160
 
1161
   return (Render_IsMouseInBox (gui_x, gui_y, button->left, button->top, button->width, button->height));
1162
}
1163
 
1164
 
1165
static bool Button_UpdateHoverState (guibutton_t *button, int gui_x, int gui_y)
1166
{
1167
   // this function updates the hover state of a GUI button, and returns TRUE if the
1168
   // scene needs to be updated, FALSE otherwise.
1169
 
1170
   // is the button displayed ?
1171
   if (button->state != 0)
1172
   {
1173
      // is the mouse hovering it ?
1174
      if (Render_IsMouseInBox (gui_x, gui_y, button->left, button->top, button->width, button->height))
1175
      {
1176
         // was it NOT hovered before ?
1177
         if (button->state != 2)
1178
         {
1179
            button->state = 2; // mark it as hovered
1180
            return (true); // return TRUE so as to update the scene
1181
         }
1182
      }
1183
 
1184
      // else was it hovered before ?
1185
      else if (button->state == 2)
1186
      {
1187
         button->state = 1; // else mark it as not hovered
1188
         return (true); // return TRUE so as to update the scene
1189
      }
1190
   }
1191
 
1192
   return (false); // no need to update the scene
1193
}