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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;
1 pmbaty 46
 
47
   // filter out the commonly used message values
48
   wParam_hiword = HIWORD (wParam);
49
   wParam_loword = LOWORD (wParam);
50
 
51
   ////////////////////////////////////////////////////////////////////////////////////////////////
52
   // has the window just been fired up ?
53
   if (message == WM_CREATE)
54
   {
55
      the_scene.gui.is_entering_text = false; // we are NOT entering text yet
56
 
57
      // call the default window message processing function to keep things going
58
      return (DefWindowProc (hWnd, message, wParam, lParam));
59
   }
60
 
61
   ////////////////////////////////////////////////////////////////////////////////////////////////
62
   // else have we clicked on the close button ?
63
   else if (message == WM_CLOSE)
64
   {
65
      if (the_board.game_state == STATE_PLAYING)
66
         DialogBox_Quit (); // if a game has started, ask for confirmation
67
      else
68
         is_dialogbox_quit_validated = true; // if game hasn't started yet, quit without question
69
 
70
      return (0); // don't let Windows do the default processing on this message
71
   }
72
 
73
   ////////////////////////////////////////////////////////////////////////////////////////////////
74
   // else is the user closing its session OR the window is being destroyed ?
75
   else if ((message == WM_QUERYENDSESSION) || (message == WM_ENDSESSION) || (message == WM_DESTROY))
76
      terminate_everything = true; // suicide (for some reason, PostQuitMessage() is unreliable !?)
77
 
21 pmbaty 78
   /////////////////
79
   // MENU EVENTS //
80
   /////////////////
81
 
82
   ///////////////
83
   // menu command
1 pmbaty 84
   else if (message == WM_COMMAND)
85
   {
86
      // game menu, new game
87
      if (wParam_loword == MENUID_GAME_NEWGAME)
88
      {
89
         if ((the_board.game_state == STATE_PLAYING) && (the_board.move_count > 1))
90
            DialogBox_Resign (); // if a game is playing, ask to resign first
91
         else
92
            DialogBox_NewGame (); // game not started yet, show the new game dialog box
93
      }
94
 
95
      // game menu, setup start position
96
      else if (wParam_loword == MENUID_GAME_SETUPPOSITION)
97
      {
98
         if ((the_board.game_state == STATE_PLAYING) && (the_board.move_count > 1))
99
            DialogBox_Resign (); // if a game is playing, ask to resign first
100
         else
101
         {
102
            current_move = &the_board.moves[0]; // quick access to start move
103
            memset (&current_move->slots, 0, sizeof (current_move->slots)); // erase all slots
104
 
105
            the_board.game_state = STATE_SETUPPOSITION; // game not started yet, enter board setup mode
106
            the_board.reevaluate = true; // evaluate board again
107
 
108
            // display the "please choose start position" phrase in the middle of the screen
109
            Scene_SetText (&the_scene.gui.central_text, 50.0f, 50.0f, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, centermsg_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 191),
110
                           999999.0f, true, LOCALIZE (L"SetupMode"));
111
            the_scene.gui.partspick_selectedpart = ' '; // no selected part yet
112
            the_scene.update = true; // and update the 3D scene
113
         }
114
      }
115
 
116
      // game menu, load game
117
      else if (wParam_loword == MENUID_GAME_LOAD)
118
         DialogBox_Load (); // fire up the load dialog box
119
 
120
      // game menu, save game
121
      else if (wParam_loword == MENUID_GAME_SAVE)
122
      {
123
         if (save_pathname[0] != 0)
124
            is_dialogbox_save_validated = true; // if the filename is known, save it directly
125
         else
126
            DialogBox_Save (); // else fire up the save dialog box
127
      }
128
 
129
      // game menu, save as
130
      else if (wParam_loword == MENUID_GAME_SAVEAS)
131
         DialogBox_Save (); // fire up the save dialog box
132
 
133
      // game menu, save position as
134
      else if (wParam_loword == MENUID_GAME_SAVEPOSITIONAS)
135
         DialogBox_SavePosition (); // fire up the save position dialog box
136
 
137
      // game menu, resign
138
      else if (wParam_loword == MENUID_GAME_RESIGN)
139
         DialogBox_Resign (); // if a game has started, ask for confirmation
140
 
141
      // game menu, statistics (stats are only available in online mode)
142
      else if (wParam_loword == MENUID_GAME_STATISTICS)
143
      {
144
         local_player = Player_FindByType (PLAYER_HUMAN);
145
         if (local_player != NULL)
146
            PlayerCard_FindOrCreate (local_player->name); // display player's own player card
147
      }
148
 
149
      // game menu, options
150
      else if (wParam_loword == MENUID_GAME_OPTIONS)
151
         DialogBox_Options (); // fire up the options dialog box
152
 
153
      // game menu, quit
154
      else if (wParam_loword == MENUID_GAME_QUIT)
155
      {
156
         if (the_board.game_state == STATE_PLAYING)
157
            DialogBox_Quit (); // if a game has started, ask for confirmation
158
         else
159
            is_dialogbox_quit_validated = true; // if game hasn't started yet, quit without question
160
      }
161
 
162
      // chessboard menu, suggest move
163
      else if (wParam_loword == MENUID_CHESSBOARD_SUGGESTMOVE)
164
         the_board.players[current_viewer].wants_hint = true; // remember this player wants a hint
165
 
166
      // chessboard menu, cancel last move
167
      else if (wParam_loword == MENUID_CHESSBOARD_CANCELLASTMOVE)
168
         the_board.players[current_viewer].wants_cancel = true; // remember this player wants to cancel his last move
169
 
170
      // chessboard menu, comment move
171
      else if (wParam_loword == MENUID_CHESSBOARD_COMMENTMOVE)
172
         DialogBox_Comment (); // fire up the comment dialog box
173
 
174
      // chessboard menu, go to move
175
      else if (wParam_loword == MENUID_CHESSBOARD_GOTOMOVE)
176
         DialogBox_GoToMove (); // fire up the go to move dialog box
177
 
178
      // chessboard menu, swap sides
179
      else if (wParam_loword == MENUID_CHESSBOARD_SWAPSIDES)
180
         the_board.want_playerswap = true; // remember board sides are to be swapped
181
 
182
      // chessboard menu, beginning of game
183
      else if (wParam_loword == MENUID_CHESSBOARD_BEGINNINGOFGAME)
184
      {
185
         the_board.viewed_move = 0; // enter view mode and go to the beginning of the game
186
         Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
187
         the_board.reevaluate = true; // evaluate board again
188
      }
189
 
190
      // chessboard menu, previous move (only if arrow is enabled)
191
      else if ((wParam_loword == MENUID_CHESSBOARD_PREVIOUSMOVE) && (the_scene.gui.larrow.state != 0))
192
      {
193
         the_board.viewed_move--; // enter view mode and go back one move
194
         Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
195
         the_board.reevaluate = true; // evaluate board again
196
      }
197
 
198
      // chessboard menu, next move (only if arrow is enabled)
199
      else if ((wParam_loword == MENUID_CHESSBOARD_NEXTMOVE) && (the_scene.gui.rarrow.state != 0))
200
      {
201
         the_board.viewed_move++; // enter view mode and go forward one move
202
         Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
203
         the_board.reevaluate = true; // evaluate board again
204
      }
205
 
206
      // chessboard menu, current state of game
207
      else if (wParam_loword == MENUID_CHESSBOARD_CURRENTSTATEOFGAME)
208
      {
209
         the_board.viewed_move = the_board.move_count - 1; // enter view mode and go to the current state of the game
210
         Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
211
         the_board.reevaluate = true; // evaluate board again
212
      }
213
 
214
      // chessboard menu, top view
215
      else if (wParam_loword == MENUID_CHESSBOARD_TOPVIEW)
216
      {
24 pmbaty 217
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
218
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
219
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
220
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
221
                || (viewer_index == current_viewer))
222
            {
223
               the_board.players[viewer_index].view_pitch = 89.0f;
224
               the_board.players[viewer_index].view_yaw = (current_viewer == COLOR_BLACK ? 90.0f : -90.0f);
225
               the_board.players[viewer_index].view_distance = 58.0f;
226
            }
1 pmbaty 227
      }
228
 
229
      // chessboard menu, default view
230
      else if (wParam_loword == MENUID_CHESSBOARD_DEFAULTVIEW)
231
      {
24 pmbaty 232
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
233
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
234
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
235
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
236
                || (viewer_index == current_viewer))
237
            {
238
               the_board.players[viewer_index].view_pitch = 55.0f;
239
               the_board.players[viewer_index].view_yaw = (current_viewer == COLOR_BLACK ? 90.0f : -90.0f);
240
               the_board.players[viewer_index].view_distance = 70.0f;
241
            }
1 pmbaty 242
      }
243
 
244
      // chessboard menu, reset view
245
      else if (wParam_loword == MENUID_CHESSBOARD_RESETVIEW)
246
      {
24 pmbaty 247
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
248
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
249
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
250
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
251
                || (viewer_index == current_viewer))
252
            {
253
               the_board.players[viewer_index].view_pitch = the_board.players[current_viewer].custom_pitch;
254
               the_board.players[viewer_index].view_yaw = the_board.players[current_viewer].custom_yaw;
255
               the_board.players[viewer_index].view_distance = the_board.players[current_viewer].custom_distance;
256
            }
1 pmbaty 257
      }
258
 
259
      // chessboard menu, zoom in
260
      else if (wParam_loword == MENUID_CHESSBOARD_ZOOMIN)
261
      {
262
         // scroll up & save this as the new custom distance
263
         the_board.players[current_viewer].view_distance = max (48.0f, the_board.players[current_viewer].view_distance - 2.0f);
264
         the_board.players[current_viewer].custom_distance = the_board.players[current_viewer].view_distance;
265
         the_scene.update = true; // update the 3D scene
266
      }
267
 
268
      // chessboard menu, zoom out
269
      else if (wParam_loword == MENUID_CHESSBOARD_ZOOMOUT)
270
      {
271
         // scroll down & save this as the new custom distance
272
         the_board.players[current_viewer].view_distance = min (100.0f, the_board.players[current_viewer].view_distance + 2.0f);
273
         the_board.players[current_viewer].custom_distance = the_board.players[current_viewer].view_distance;
274
         the_scene.update = true; // update the 3D scene
275
      }
276
 
277
      // chessboard menu, change appearance
278
      else if (wParam_loword == MENUID_CHESSBOARD_CHANGEAPPEARANCE)
279
         DialogBox_ChangeAppearance ();
280
 
281
      // chessboard menu, display windows desktop
282
      else if (wParam_loword == MENUID_CHESSBOARD_DISPLAYWINDOWSDESKTOP)
283
         ShowWindow (hWnd, SW_MINIMIZE);
284
 
285
      // internet menu, show online players
286
      else if (wParam_loword == MENUID_INTERNET_SHOWONLINEPLAYERS)
287
         Window_Opponents ();
288
 
289
      // internet menu, show sought games
290
      else if (wParam_loword == MENUID_INTERNET_SHOWSOUGHTGAMES)
291
         Window_Sought ();
292
 
293
      // internet menu, seek game
294
      else if (wParam_loword == MENUID_INTERNET_SEEKGAME)
295
         DialogBox_SendSeek ();
296
 
297
      // internet menu, chatter channels
298
      else if (wParam_loword == MENUID_INTERNET_CHATTERCHANNELS)
299
         Window_ChatterChannels ();
300
 
301
      // internet menu, enter chat text
302
      else if (wParam_loword == MENUID_INTERNET_ENTERCHATTEXT)
303
         PostMessage (hWnd, WM_CHAR, L' ', 0); // emulate a space bar hit
304
 
305
      // internet menu, display player card
306
      else if (wParam_loword == MENUID_INTERNET_DISPLAYPLAYERCARD)
307
         DialogBox_PlayerInfoName ();
308
 
309
      // internet menu, display your card
310
      else if (wParam_loword == MENUID_INTERNET_DISPLAYYOURCARD)
311
      {
312
         local_player = Player_FindByType (PLAYER_HUMAN);
313
         if (local_player != NULL)
314
            PlayerCard_FindOrCreate (local_player->name); // display player's own player card
315
      }
316
 
317
      // internet menu, MOTD
318
      else if (wParam_loword == MENUID_INTERNET_MOTD)
319
         Window_MOTD ();
320
 
321
      // help menu, help
322
      else if (wParam_loword == MENUID_HELP_HELP)
323
         ShellExecute (NULL, L"open", L"Chess Giants.html", NULL, NULL, SW_MAXIMIZE); // fire up the help file
324
 
325
      // help menu, get chess games
326
      else if (wParam_loword == MENUID_HELP_GETCHESSGAMES)
327
         ShellExecute (NULL, L"open", L"http://www.chessgames.com", NULL, NULL, SW_MAXIMIZE); // fire up the browser
328
 
21 pmbaty 329
      // help menu, add/modify visual themes
330
      else if (wParam_loword == MENUID_HELP_ADDMODIFYVISUALTHEMES)
331
      {
332
         swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\themes", app_path);
333
         ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_SHOWNORMAL); // fire up Windows Explorer
334
      }
335
 
336
      // help menu, add/modify translations
337
      else if (wParam_loword == MENUID_HELP_ADDMODIFYTRANSLATIONS)
338
      {
339
         swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\data\\languages", app_path);
340
         ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_SHOWNORMAL); // fire up Windows Explorer
341
      }
342
 
1 pmbaty 343
      // help menu, about
344
      else if (wParam_loword == MENUID_HELP_ABOUT)
345
         DialogBox_About (); // show the About dialog box
346
 
347
      // call the default window message processing function to keep things going
348
      return (DefWindowProc (hWnd, message, wParam, lParam));
349
   }
350
 
3 pmbaty 351
   /////////////////////////////////////////////////////
352
   // ctrl key press or release (while not in animation)
353
   else if ((message == WM_KEYDOWN) && (wParam == VK_CONTROL) && (animation_endtime + 1.0f < current_time))
354
   {
355
      ctrl_pressed = true; // remember the ctrl key is pressed
356
 
357
      // call the default window message processing function to keep things going
358
      return (DefWindowProc (hWnd, message, wParam, lParam));
359
   }
360
   else if ((message == WM_KEYUP) && (wParam == VK_CONTROL) && (animation_endtime + 1.0f < current_time))
361
   {
362
      ctrl_pressed = false; // remember the ctrl key is released
363
      rbutton_pushed = false; // remember button is released
364
      the_scene.update = true; // update the 3D scene
365
 
366
      // call the default window message processing function to keep things going
367
      return (DefWindowProc (hWnd, message, wParam, lParam));
368
   }
369
 
21 pmbaty 370
   //////////////////
371
   // MOUSE EVENTS //
372
   //////////////////
373
 
1 pmbaty 374
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 375
   // left mouse button push
376
   else if (message == WM_LBUTTONDOWN)
3 pmbaty 377
   {
21 pmbaty 378
      // are we in animation OR are mouse commands NOT allowed ?
379
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
380
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
381
 
3 pmbaty 382
      // is the ctrl key pressed (emulates a right click) ?
383
      if (ctrl_pressed)
384
      {
385
         prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
386
         prevgui_y = GET_Y_LPARAM (lParam);
387
 
388
         // if we click something, stop moving the table immediately
389
 
24 pmbaty 390
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
391
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
392
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
393
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
394
                || (viewer_index == current_viewer))
395
            {
396
               the_board.players[viewer_index].view_pitch = current_pitch;
397
               the_board.players[viewer_index].view_yaw = current_yaw;
398
            }
399
 
3 pmbaty 400
         rbutton_pushed = true; // remember button is clicked
401
      }
402
 
403
      // call the default window message processing function to keep things going
404
      return (DefWindowProc (hWnd, message, wParam, lParam));
405
   }
406
 
407
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 408
   // left mouse button release
409
   else if (message == WM_LBUTTONUP)
1 pmbaty 410
   {
21 pmbaty 411
      // are we in animation OR are mouse commands NOT allowed ?
412
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
413
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
414
 
3 pmbaty 415
      // is the ctrl key pressed (emulates a right click) ?
416
      if (ctrl_pressed)
417
      {
418
         rbutton_pushed = false; // remember button is released
419
         the_scene.update = true; // update the 3D scene
420
 
421
         // call the default window message processing function to keep things going
422
         return (DefWindowProc (hWnd, message, wParam, lParam));
423
      }
424
 
1 pmbaty 425
      prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
426
      prevgui_y = GET_Y_LPARAM (lParam);
427
 
428
      // get mouse coordinates
429
      gui_x = GET_X_LPARAM (lParam);
430
      gui_y = GET_Y_LPARAM (lParam);
431
 
432
      // is the left arrow displayed AND is the mouse hovering it ?
433
      if ((the_scene.gui.larrow.state != 0) && Button_IsHovered (&the_scene.gui.larrow, gui_x, gui_y))
434
         SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_PREVIOUSMOVE, NULL); // send a "previous move" event
435
 
436
      // is the right arrow displayed AND is the mouse hovering it ?
437
      if ((the_scene.gui.rarrow.state != 0) && Button_IsHovered (&the_scene.gui.rarrow, gui_x, gui_y))
438
         SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_NEXTMOVE, NULL); // send a "next move" event
439
 
440
      // is the chat button displayed AND is the mouse hovering it ?
441
      if ((the_scene.gui.chatbutton.state != 0) && Button_IsHovered (&the_scene.gui.chatbutton, gui_x, gui_y))
442
      {
443
         opposite_player = Player_FindByType (PLAYER_INTERNET); // get a hand on the remote player
444
 
445
         // find or create the corresponding interlocutor structure and fire it up
446
         if (opposite_player != NULL)
447
            Interlocutor_FindOrCreate (opposite_player->name);
448
      }
449
 
450
      // is the games button displayed AND is the mouse hovering it ?
451
      if ((the_scene.gui.gamesbutton.state != 0) && Button_IsHovered (&the_scene.gui.gamesbutton, gui_x, gui_y))
452
         Window_Sought (); // if so, display the sought games window
453
 
454
      // is the people button displayed AND is the mouse hovering it ?
455
      if ((the_scene.gui.peoplebutton.state != 0) && Button_IsHovered (&the_scene.gui.peoplebutton, gui_x, gui_y))
456
         Window_Opponents (); // if so, display the opponents window
457
 
458
      // is the parts selection line displayed AND is the mouse anywhere near it ?
459
      if (the_scene.gui.is_partspick_displayed && Render_IsMouseInBox (gui_x, gui_y, 0.0f, 0.0f, 100.0f, 11.0f))
460
      {
461
         // for each selectable part, if the mouse is on it, mark it as selected
462
         for (part_index = 0; part_index < 13; part_index++)
463
            if (Render_IsMouseInBox (gui_x, gui_y, part_index * (100.0f / 13.0f), 0, 100.0f / 13.0f, 11.0f))
464
            {
465
               the_scene.gui.partspick_selectedpart = selectable_parts[part_index]; // mark it as selected
466
               Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
467
               break; // no need to search further if one selection was found
468
            }
469
      }
470
 
471
      // get current player and see if we're online
472
      current_player = Player_GetCurrent ();
473
      remote_player = Player_FindByType (PLAYER_INTERNET);
474
 
475
      // if we are not allowed to select anything, don't even try
476
      if ((current_player->type != PLAYER_HUMAN) || (the_board.viewed_move != the_board.move_count - 1)
477
          || ((remote_player != NULL) && !remote_player->is_in_game))
478
      {
479
         the_scene.update = true; // update the 3D scene
480
 
481
         // call the default window message processing function to keep things going
482
         return (DefWindowProc (hWnd, message, wParam, lParam));
483
      }
484
 
485
      // it's a single click. The user clicked on a square.
486
 
487
      // figure out the coordinates on table
488
      Render_MouseToFloor (gui_x, gui_y, &board_x, &board_y);
489
 
490
      // translate them to board coordinates
491
      the_board.hovered_position[0] = (int) floor ((20.0f - board_y) / 5.0f);
492
      the_board.hovered_position[1] = 7 - (int) floor ((20.0f - board_x) / 5.0f);
493
      highlight_endtime = 0; // stop highlighting anything
494
 
495
      // if it's outside the table, end the job
496
      if (!IS_VALID_POSITION (the_board.hovered_position))
497
      {
498
         the_scene.update = true; // update the 3D scene
499
 
500
         // call the default window message processing function to keep things going
501
         return (DefWindowProc (hWnd, message, wParam, lParam));
502
      }
503
 
504
      // we clicked a valid slot on the table
505
 
506
      current_move = &the_board.moves[the_board.viewed_move]; // quick access to current move
507
 
508
      ///////////////////////////////////
509
      // are we in parts placement mode ?
510
      if (the_board.game_state == STATE_SETUPPOSITION)
511
      {
512
         // quick access to line and column
513
         line = the_board.hovered_position[0];
514
         column = the_board.hovered_position[1];
515
 
516
         // figure out the color of the part we are placing
517
         if (the_scene.gui.partspick_selectedpart == tolower (the_scene.gui.partspick_selectedpart))
518
            part_color = COLOR_BLACK; // black color
519
         else
520
            part_color = COLOR_WHITE; // white color
521
 
522
         // are we erasing a king ? if so, replace it at its default location
523
         if ((current_move->slots[line][column].part == PART_KING) && (current_move->slots[line][column].color == COLOR_BLACK)
524
             && (the_scene.gui.partspick_selectedpart != 'k'))
525
         {
526
            // is it ALREADY the king's default location ? if so, give up
527
            if ((line == 7) && (column == 4))
528
            {
529
               Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
530
               return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message proc
531
            }
532
 
533
            Move_SetSlot (current_move, 7, 4, COLOR_BLACK, PART_KING); // replace black king
534
         }
535
         else if ((current_move->slots[line][column].part == PART_KING) && (current_move->slots[line][column].color == COLOR_WHITE)
536
                  && (the_scene.gui.partspick_selectedpart != 'K'))
537
         {
538
            // is it ALREADY the king's default location ? if so, give up
539
            if ((line == 0) && (column == 4))
540
            {
541
               Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
542
               return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message proc
543
            }
544
 
545
            Move_SetSlot (current_move, 0, 4, COLOR_WHITE, PART_KING); // replace white king
546
         }
547
 
548
         // place the selected part on the board
549
         if (tolower (the_scene.gui.partspick_selectedpart) == 'p')
550
            Move_SetSlot (current_move, line, column, part_color, PART_PAWN); // pawn
551
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'r')
552
            Move_SetSlot (current_move, line, column, part_color, PART_ROOK); // rook
553
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'n')
554
            Move_SetSlot (current_move, line, column, part_color, PART_KNIGHT); // knight
555
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'b')
556
            Move_SetSlot (current_move, line, column, part_color, PART_BISHOP); // bishop
557
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'q')
558
            Move_SetSlot (current_move, line, column, part_color, PART_QUEEN); // queen
559
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'k')
560
         {
561
            // parse the board for other kings of the same color and erase them
562
            for (index_line = 0; index_line < 8; index_line++)
563
               for (index_column = 0; index_column < 8; index_column++)
564
                  if ((current_move->slots[index_line][index_column].color == part_color)
565
                      && (current_move->slots[index_line][index_column].part == PART_KING))
566
                     memset (&current_move->slots[index_line][index_column], 0, sizeof (boardslot_t)); // erase this slot
567
 
568
            Move_SetSlot (current_move, line, column, part_color, PART_KING); // king
569
         }
570
         else
571
            Move_SetSlot (current_move, line, column, 0, PART_NONE); // no part
572
 
573
         // figure out which sound to play
574
         if (the_scene.gui.partspick_selectedpart != ' ')
575
            Audio_PlaySound (SOUNDTYPE_MOVE); // play a move sound when placing a part
576
 
577
         the_scene.update = true; // update the 3D scene
578
 
579
         // call the default window message processing function to keep things going
580
         return (DefWindowProc (hWnd, message, wParam, lParam));
581
      }
582
      // end of parts placement mode
583
      //////////////////////////////
584
 
585
      // does a selection NOT exist yet ?
586
      if (!IS_VALID_POSITION (the_board.selected_position))
587
      {
588
         // is there a selectable part at this location ?
589
         if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part != PART_NONE)
590
            && (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].color == Board_ColorToMove (&the_board)))
591
         {
592
            // mark the selected position as selected (and remember it)
593
            the_board.selected_position[0] = the_board.hovered_position[0];
594
            the_board.selected_position[1] = the_board.hovered_position[1];
595
         }
596
 
597
         the_scene.update = true; // update the 3D scene
598
 
599
         // call the default window message processing function to keep things going
600
         return (DefWindowProc (hWnd, message, wParam, lParam));
601
      }
602
 
603
      // a selection exists already
604
 
605
      // is it the slot that was previously selected ? (i.e, user wants to "unselect" it)
606
      if ((the_board.hovered_position[0] == the_board.selected_position[0]) && (the_board.hovered_position[1] == the_board.selected_position[1]))
607
      {
608
         // forget the selected position
609
         the_board.selected_position[0] = -1;
610
         the_board.selected_position[1] = -1;
611
 
612
         the_scene.update = true; // update the 3D scene
613
 
614
         // call the default window message processing function to keep things going
615
         return (DefWindowProc (hWnd, message, wParam, lParam));
616
      }
617
 
618
      // else is it another part of the same color ? (i.e, user wants to change the part he selected)
619
      else if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part != PART_NONE)
620
               && (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].color == Board_ColorToMove (&the_board)))
621
      {
622
         // mark the selected position as selected (and remember it)
623
         the_board.selected_position[0] = the_board.hovered_position[0];
624
         the_board.selected_position[1] = the_board.hovered_position[1];
625
 
626
         the_scene.update = true; // update the 3D scene
627
 
628
         // call the default window message processing function to keep things going
629
         return (DefWindowProc (hWnd, message, wParam, lParam));
630
      }
631
 
632
      // else is it a possible move ?
633
      else if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].flags & FLAG_POSSIBLEMOVE)
634
               || (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].flags & FLAG_TAKEABLE))
635
      {
636
         // are we in check after the move ? (FIXME: call EP version of this func for en passant moves)
637
         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)))
638
         {
639
            Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
640
 
641
            the_scene.update = true; // update the 3D scene
642
 
643
            // call the default window message processing function to keep things going
644
            return (DefWindowProc (hWnd, message, wParam, lParam));
645
         }
646
 
647
         ////////////////////
648
         // movement is valid
649
 
650
         // do it
651
         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);
652
         current_move = &the_board.moves[the_board.move_count - 1]; // update current move pointer
653
 
654
         // are we in internet mode ?
655
         if (remote_player != NULL)
656
            the_board.reevaluate = false; // if so, don't reevaluate the board yet, let the server do it
657
 
658
         // was it a pawn being promoted ? if so, display the dialog box and wait for the reply
659
         if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part == PART_PAWN)
660
             && ((the_board.hovered_position[0] == 0) || (the_board.hovered_position[0] == 7)))
661
            DialogBox_PawnPromotion (); // display the pawn promotion dialog box
662
 
663
         // else it was a normal move
664
         else
665
         {
666
            Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1); // forget the hovered and selected positions
667
            the_board.has_playerchanged = true; // and switch players
668
         }
669
 
670
         the_scene.update = true; // update the 3D scene
671
         animation_endtime = current_time + ANIMATION_DURATION; // play animation now
672
         sound_playtime = current_time + ANIMATION_DURATION - 0.1f; // play sound near the end of animation
673
 
674
         // call the default window message processing function to keep things going
675
         return (DefWindowProc (hWnd, message, wParam, lParam));
676
      }
677
 
678
      // else it's another location
679
 
680
      Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
681
 
682
      the_scene.update = true; // update the 3D scene
683
 
684
      // call the default window message processing function to keep things going
685
      return (DefWindowProc (hWnd, message, wParam, lParam));
686
   }
687
 
688
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 689
   // right mouse button push
690
   else if (message == WM_RBUTTONDOWN)
1 pmbaty 691
   {
21 pmbaty 692
      // are we in animation OR are mouse commands NOT allowed ?
693
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
694
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
695
 
1 pmbaty 696
      prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
697
      prevgui_y = GET_Y_LPARAM (lParam);
698
 
699
      // if we click something, stop moving the table immediately
700
 
24 pmbaty 701
      // cycle through both players and change their view angles EXCEPT the opponent if he's human
702
      for (viewer_index = 0; viewer_index < 2; viewer_index++)
703
         if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
704
               || (the_board.players[viewer_index].type == PLAYER_INTERNET)
705
               || (viewer_index == current_viewer))
706
         {
707
            the_board.players[viewer_index].view_pitch = current_pitch;
708
            the_board.players[viewer_index].view_yaw = current_yaw;
709
         }
710
 
1 pmbaty 711
      rbutton_pushed = true; // remember button is clicked
712
 
713
      // call the default window message processing function to keep things going
714
      return (DefWindowProc (hWnd, message, wParam, lParam));
715
   }
716
 
717
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 718
   // right mouse button release
719
   else if (message == WM_RBUTTONUP)
1 pmbaty 720
   {
21 pmbaty 721
      // are we in animation OR are mouse commands NOT allowed ?
722
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
723
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
724
 
1 pmbaty 725
      rbutton_pushed = false; // remember button is released
726
      the_scene.update = true; // update the 3D scene
727
 
728
      // call the default window message processing function to keep things going
729
      return (DefWindowProc (hWnd, message, wParam, lParam));
730
   }
731
 
21 pmbaty 732
   ////////////////////////////////////////////////////////////////////////////////////////////////
1 pmbaty 733
   // left mouse button DOUBLE-click
21 pmbaty 734
   else if (message == WM_LBUTTONDBLCLK)
1 pmbaty 735
   {
21 pmbaty 736
      // are we in animation OR are mouse commands NOT allowed ?
737
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
738
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
739
 
1 pmbaty 740
      // get mouse coordinates
741
      gui_x = GET_X_LPARAM (lParam);
742
      gui_y = GET_Y_LPARAM (lParam);
743
 
744
      // are we in game and did we click the move comments area ?
745
      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))
746
      {
747
         DialogBox_Comment (); // fire up the comment dialog box
748
         return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message processing function to keep things going
749
      }
21 pmbaty 750
 
751
      // call the default window message processing function to keep things going
752
      return (DefWindowProc (hWnd, message, wParam, lParam));
1 pmbaty 753
   }
754
 
755
   ////////////////////////////////////////////////////////////////////////////////////////////////
756
   // mouse move (while not in animation)
21 pmbaty 757
   else if (message == WM_MOUSEMOVE)
1 pmbaty 758
   {
21 pmbaty 759
      // are we in animation OR are mouse commands NOT allowed ?
760
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
761
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
762
 
1 pmbaty 763
      // get mouse coordinates
764
      gui_x = GET_X_LPARAM (lParam);
765
      gui_y = GET_Y_LPARAM (lParam);
766
 
767
      // handle button update status
768
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.larrow, gui_x, gui_y);
769
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.rarrow, gui_x, gui_y);
770
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.chatbutton, gui_x, gui_y);
771
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.gamesbutton, gui_x, gui_y);
772
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.peoplebutton, gui_x, gui_y);
773
 
774
      // see if we're online
775
      remote_player = Player_FindByType (PLAYER_INTERNET);
776
 
777
      // are we online AND do we NOT have the right to select anything ?
778
      if ((remote_player != NULL) && !remote_player->is_in_game)
779
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
780
 
781
      // is the parts selection line displayed AND is the mouse anywhere in it ?
782
      if (the_scene.gui.is_partspick_displayed && Render_IsMouseInBox (gui_x, gui_y, 0.0f, 0.0f, 100.0f, 11.0f))
783
      {
784
         // for each selectable part...
785
         for (part_index = 0; part_index < 13; part_index++)
786
         {
787
            // is the mouse hovering it ?
788
            if (Render_IsMouseInBox (gui_x, gui_y, part_index * (100.0f / 13.0f), 0, 100.0f / 13.0f, 11.0f))
789
            {
790
               // was it NOT hovered before ?
791
               if (the_scene.gui.partspick_hoveredpart != selectable_parts[part_index])
792
               {
793
                  the_scene.gui.partspick_hoveredpart = selectable_parts[part_index]; // mark it as hovered
794
                  the_scene.update = true; // update the scene
795
               }
796
            }
797
 
798
            // else was it hovered before ?
799
            else if (the_scene.gui.partspick_hoveredpart == selectable_parts[part_index])
800
            {
801
               the_scene.gui.partspick_hoveredpart = 0; // clear the hovered part
802
               the_scene.update = true; // update the scene
803
            }
804
         }
805
      }
806
      else
807
         the_scene.gui.partspick_hoveredpart = 0; // clear the hovered part
808
 
809
      // get current and opposite players
810
      current_player = Player_GetCurrent ();
811
      opposite_player = Player_GetOpposite ();
812
 
813
      // if right button was clicked, compute new pitch and yaw
814
      if (rbutton_pushed)
815
      {
24 pmbaty 816
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
817
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
818
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
819
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
820
                || (viewer_index == current_viewer))
821
            {
822
               the_board.players[viewer_index].view_pitch += (gui_y - prevgui_y) * 0.3f;
823
               if (the_board.players[viewer_index].view_pitch < 10.0f)
824
                  the_board.players[viewer_index].view_pitch = 10.0f; // wrap angles around so that they
825
               if (the_board.players[viewer_index].view_pitch > 89.0f)
826
                  the_board.players[viewer_index].view_pitch = 89.0f; // stay in the [10, 89] bounds
1 pmbaty 827
 
24 pmbaty 828
               the_board.players[viewer_index].view_yaw += (gui_x - prevgui_x) * 0.3f;
829
               the_board.players[viewer_index].view_yaw = WrapAngle (the_board.players[viewer_index].view_yaw);
1 pmbaty 830
 
24 pmbaty 831
               // save these as the new custom angles
832
               the_board.players[viewer_index].custom_pitch = the_board.players[viewer_index].view_pitch;
833
               the_board.players[viewer_index].custom_yaw = the_board.players[viewer_index].view_yaw;
1 pmbaty 834
 
24 pmbaty 835
               // when moving the table around, jump to ideal angles immediately
836
               current_pitch = the_board.players[viewer_index].view_pitch;
837
               current_yaw = the_board.players[viewer_index].view_yaw;
838
            }
1 pmbaty 839
 
840
         the_scene.update = true; // button was clicked, update the 3D scene
841
      }
842
 
843
      // else it's just the mouse wandering around ; have we the right to select something ?
844
      else if ((the_board.viewed_move == the_board.move_count - 1) && (current_player->type == PLAYER_HUMAN) && (highlight_endtime < current_time))
845
      {
846
         // save the old positions
847
         prev_hovered_position[0] = the_board.hovered_position[0];
848
         prev_hovered_position[1] = the_board.hovered_position[1];
849
 
850
         // figure out the coordinates on table
851
         Render_MouseToFloor (gui_x, gui_y, &board_x, &board_y);
852
 
853
         // translate them to board coordinates
854
         the_board.hovered_position[0] = (int) floor ((20.0f - board_y) / 5.0f);
855
         the_board.hovered_position[1] = 7 - (int) floor ((20.0f - board_x) / 5.0f);
856
 
857
         // do they differ from last time ?
858
         if ((the_board.hovered_position[0] != prev_hovered_position[0]) || (the_board.hovered_position[1] != prev_hovered_position[1]))
859
            the_scene.update = true; // if so, update scene
860
      }
861
 
862
      // has the user the right to leave a command AND is there no comment yet ?
863
      if ((the_board.game_state >= STATE_PLAYING) && (the_board.viewed_move > 0)
864
          && ((the_board.moves[the_board.viewed_move].comment == NULL) || (the_board.moves[the_board.viewed_move].comment[0] == 0)))
865
      {
866
         // is the mouse above the comments zone ? if so, display a dimmed hint text
867
         if (Render_IsMouseInBox (gui_x, gui_y, 30.0f, 0.0f, 40.0f, 10.0f))
868
         {
869
            if (!the_scene.gui.comment_text.is_displayed)
870
            {
871
               Scene_SetText (&the_scene.gui.comment_text, 50.0f, 5.0f, 40.0f, ALIGN_CENTER, ALIGN_CENTER, ALIGN_LEFT, chat_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 127), 999999.0f, false, LOCALIZE (L"DoubleClickToEnterComment"));
872
               the_scene.update = true; // and update the scene
873
            }
874
         }
875
         else
876
         {
877
            if (the_scene.gui.comment_text.is_displayed)
878
            {
879
               the_scene.gui.comment_text.is_displayed = false; // if not, erase the hint text
880
               the_scene.update = true; // and update the scene
881
            }
882
         }
883
      }
884
 
885
      // remember these coordinates for next time
886
      prevgui_x = gui_x;
887
      prevgui_y = gui_y;
888
 
889
      // call the default window message processing function to keep things going
890
      return (DefWindowProc (hWnd, message, wParam, lParam));
891
   }
892
 
893
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 894
   // mouse scroll
895
   else if (message == WM_MOUSEWHEEL)
1 pmbaty 896
   {
21 pmbaty 897
      // are we in animation OR are mouse commands NOT allowed ?
898
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
899
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
900
 
1 pmbaty 901
      // see if we're online
902
      remote_player = Player_FindByType (PLAYER_INTERNET);
903
 
904
      // are we online AND do we NOT have the right to select anything ?
905
      if ((remote_player != NULL) && !remote_player->is_in_game)
906
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
907
 
908
      // scroll up / scroll down ?
909
      if (GET_WHEEL_DELTA_WPARAM (wParam) > 0)
910
         the_board.players[current_viewer].view_distance = max (48.0f, the_board.players[current_viewer].view_distance - 2.0f);
911
      else if (GET_WHEEL_DELTA_WPARAM (wParam) < 0)
912
         the_board.players[current_viewer].view_distance = min (100.0f, the_board.players[current_viewer].view_distance + 2.0f);
913
 
914
      // save this as the new custom distance
915
      the_board.players[current_viewer].custom_distance = the_board.players[current_viewer].view_distance;
916
 
917
      // when moving the table around, jump to ideal angles immediately
918
      current_distance = the_board.players[current_viewer].view_distance;
919
 
920
      the_scene.update = true; // update the 3D scene
921
 
922
      // call the default window message processing function to keep things going
923
      return (DefWindowProc (hWnd, message, wParam, lParam));
924
   }
925
 
926
   ////////////////////////////////////////////////////////////////////////////////////////////////
927
   // keyboard release
928
   else if (message == WM_CHAR)
929
   {
930
      // are we in position setup mode ?
931
      if (the_board.game_state == STATE_SETUPPOSITION)
932
      {
933
         // is it the enter key ? if so, exit setup mode and start playing
934
         if (wParam == L'\r')
935
         {
936
            current_move = &the_board.moves[the_board.viewed_move]; // quick access to current move
937
 
938
            // (in)validate the castling positions
939
            if ((current_move->slots[0][0].color == COLOR_WHITE) && (current_move->slots[0][0].part == PART_ROOK)
940
                && (current_move->slots[0][4].color == COLOR_WHITE) && (current_move->slots[0][4].part == PART_KING))
941
               current_move->sides[COLOR_WHITE].longcastle_allowed = true; // white castling queenside allowed
942
            else
943
               current_move->sides[COLOR_WHITE].longcastle_allowed = false; // white castling queenside no longer possible
944
            if ((current_move->slots[0][7].color == COLOR_WHITE) && (current_move->slots[0][7].part == PART_ROOK)
945
                && (current_move->slots[0][4].color == COLOR_WHITE) && (current_move->slots[0][4].part == PART_KING))
946
               current_move->sides[COLOR_WHITE].shortcastle_allowed = true; // white castling kingside allowed
947
            else
948
               current_move->sides[COLOR_WHITE].shortcastle_allowed = false; // white castling kingside no longer possible
949
            if ((current_move->slots[7][0].color == COLOR_BLACK) && (current_move->slots[7][0].part == PART_ROOK)
950
                && (current_move->slots[7][4].color == COLOR_BLACK) && (current_move->slots[7][4].part == PART_KING))
951
               current_move->sides[COLOR_BLACK].longcastle_allowed = true; // white castling queenside allowed
952
            else
953
               current_move->sides[COLOR_BLACK].longcastle_allowed = false; // white castling queenside no longer possible
954
            if ((current_move->slots[7][7].color == COLOR_BLACK) && (current_move->slots[7][7].part == PART_ROOK)
955
                && (current_move->slots[7][4].color == COLOR_BLACK) && (current_move->slots[7][4].part == PART_KING))
956
               current_move->sides[COLOR_BLACK].shortcastle_allowed = true; // white castling kingside allowed
957
            else
958
               current_move->sides[COLOR_BLACK].shortcastle_allowed = false; // white castling kingside no longer possible
959
 
960
            current_move->color = COLOR_BLACK; // so that game starts with white
961
 
962
            // validate this board in Forsyth-Edwards Notation and reset it
963
            Move_DescribeInFEN (current_move);
964
            wcscpy_s (fen_string, WCHAR_SIZEOF (fen_string), current_move->fen_string); // have a copy of fen string
965
            Board_Reset (&the_board, fen_string);
966
 
967
            the_board.game_state = STATE_PLAYING; // start the game now
968
            the_board.reevaluate = true; // evaluate board again
969
 
970
            the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade out help text now (FIXME: ugly)
971
            the_scene.update = true; // update the 3D scene
972
 
973
            // call the default window message processing function to keep things going
974
            return (DefWindowProc (hWnd, message, wParam, lParam));
975
         }
976
      }
977
 
978
      // else are we in internet mode ?
979
      else if (Player_FindByType (PLAYER_INTERNET) != NULL)
980
      {
981
         entered_ccreply = &the_scene.gui.entered_ccreply; // quick access to entered ccreply
982
         local_player = Player_FindByType (PLAYER_HUMAN); // quick access to local player
983
         if (local_player == NULL)
984
            return (DefWindowProc (hWnd, message, wParam, lParam)); // theoretically impossible condition, but better be sure
985
         if (selected_chatterchannel == NULL)
986
            return (DefWindowProc (hWnd, message, wParam, lParam)); // theoretically impossible condition, but better be sure
987
 
988
         // are we NOT entering text yet ?
989
         if (!the_scene.gui.is_entering_text)
990
         {
991
            // is it the space bar ?
992
            if (wParam == L' ')
993
            {
994
               the_scene.gui.is_entering_text = true; // remember we are entering text
995
 
996
               // reset the entered text buffer
997
               entered_ccreply->text = (wchar_t *) SAFE_malloc (1, sizeof (wchar_t), false);
998
               entered_ccreply->text[0] = 0; // only the null terminator will fit
999
               entered_ccreply->text_length = 0; // and set its length to zero
1000
            }
1001
         }
1002
 
1003
         // else we are currently in text entering mode
1004
         else
1005
         {
1006
            // is the typed character a printable character ?
1007
            if (iswprint (wParam))
1008
            {
1009
               // if so, reallocate space in the typed buffer (include null terminator)
1010
               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);
1011
               swprintf_s (&entered_ccreply->text[entered_ccreply->text_length], 1 + 1, L"%c", wParam); // append character
1012
               entered_ccreply->text_length++; // buffer holds now one character more
1013
            }
1014
 
1015
            // else is the typed character a backspace AND is there text to erase ?
1016
            else if ((wParam == 0x08) && (entered_ccreply->text_length > 0))
1017
            {
1018
               // if so, reallocate space in the typed buffer (include null terminator)
1019
               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);
1020
               entered_ccreply->text[entered_ccreply->text_length - 1] = 0; // backspace, delete one character
1021
               entered_ccreply->text_length--; // buffer holds now one character less
1022
            }
1023
 
1024
            // else is the typed character the escape key ?
1025
            else if (wParam == 0x1b)
1026
            {
1027
               SAFE_free ((void **) &entered_ccreply->text); // reset the entered text buffer
1028
               entered_ccreply->text_length = 0; // and set its length to zero
1029
               the_scene.gui.is_entering_text = false; // and exit from the text entering mode
1030
            }
1031
 
1032
            // else is the typed character the enter key ?
1033
            else if (wParam == 0x0d)
1034
               the_scene.gui.is_entering_text = false; // enter, exit from the text entering mode (this will validate our reply)
1035
 
1036
            // else it's an illegal character
1037
            else
1038
               Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // illegal character, beep the illegal move sound
1039
         }
1040
 
1041
         the_scene.update = true; // update the 3D scene
1042
 
1043
         // call the default window message processing function to keep things going
1044
         return (DefWindowProc (hWnd, message, wParam, lParam));
1045
      }
1046
   }
1047
 
1048
   ////////////////////////////////////////////////////////////////////////////////////////////////
1049
   // mouse move outside the window
1050
   else if (message == WM_NCMOUSEMOVE)
1051
   {
1052
      rbutton_pushed = false; // remember right button is released
1053
 
1054
      // call the default window message processing function to keep things going
1055
      return (DefWindowProc (hWnd, message, wParam, lParam));
1056
   }
1057
 
1058
   ////////////////////////////////////////////////////////////////////////////////////////////////
1059
   // window repaint
1060
   else if (message == WM_PAINT)
1061
   {
1062
      the_scene.update = true; // update the 3D scene
1063
 
1064
      // call the default window message processing function to keep things going
1065
      return (DefWindowProc (hWnd, message, wParam, lParam));
1066
   }
1067
 
1068
   // call the default window message processing function to keep things going
1069
   return (DefWindowProc (hWnd, message, wParam, lParam));
1070
}
1071
 
1072
 
1073
static bool Button_IsHovered (guibutton_t *button, int gui_x, int gui_y)
1074
{
1075
   // handy wrapper that returns whether a particular GUI button is hovered when the mouse is at the given coordinates
1076
 
1077
   return (Render_IsMouseInBox (gui_x, gui_y, button->left, button->top, button->width, button->height));
1078
}
1079
 
1080
 
1081
static bool Button_UpdateHoverState (guibutton_t *button, int gui_x, int gui_y)
1082
{
1083
   // this function updates the hover state of a GUI button, and returns TRUE if the
1084
   // scene needs to be updated, FALSE otherwise.
1085
 
1086
   // is the button displayed ?
1087
   if (button->state != 0)
1088
   {
1089
      // is the mouse hovering it ?
1090
      if (Render_IsMouseInBox (gui_x, gui_y, button->left, button->top, button->width, button->height))
1091
      {
1092
         // was it NOT hovered before ?
1093
         if (button->state != 2)
1094
         {
1095
            button->state = 2; // mark it as hovered
1096
            return (true); // return TRUE so as to update the scene
1097
         }
1098
      }
1099
 
1100
      // else was it hovered before ?
1101
      else if (button->state == 2)
1102
      {
1103
         button->state = 1; // else mark it as not hovered
1104
         return (true); // return TRUE so as to update the scene
1105
      }
1106
   }
1107
 
1108
   return (false); // no need to update the scene
1109
}