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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
            {
25 pmbaty 223
               the_board.players[viewer_index].view_pitch = 89.99f;
24 pmbaty 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)
29 pmbaty 323
      {
30 pmbaty 324
         swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\Chess Giants (%s).html", app_path, os_language);
29 pmbaty 325
         ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_MAXIMIZE); // fire up the help file
326
      }
1 pmbaty 327
 
328
      // help menu, get chess games
329
      else if (wParam_loword == MENUID_HELP_GETCHESSGAMES)
330
         ShellExecute (NULL, L"open", L"http://www.chessgames.com", NULL, NULL, SW_MAXIMIZE); // fire up the browser
331
 
21 pmbaty 332
      // help menu, add/modify visual themes
333
      else if (wParam_loword == MENUID_HELP_ADDMODIFYVISUALTHEMES)
334
      {
335
         swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\themes", app_path);
336
         ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_SHOWNORMAL); // fire up Windows Explorer
337
      }
338
 
339
      // help menu, add/modify translations
340
      else if (wParam_loword == MENUID_HELP_ADDMODIFYTRANSLATIONS)
341
      {
342
         swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\data\\languages", app_path);
343
         ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_SHOWNORMAL); // fire up Windows Explorer
344
      }
345
 
1 pmbaty 346
      // help menu, about
347
      else if (wParam_loword == MENUID_HELP_ABOUT)
348
         DialogBox_About (); // show the About dialog box
349
 
350
      // call the default window message processing function to keep things going
351
      return (DefWindowProc (hWnd, message, wParam, lParam));
352
   }
353
 
3 pmbaty 354
   /////////////////////////////////////////////////////
355
   // ctrl key press or release (while not in animation)
356
   else if ((message == WM_KEYDOWN) && (wParam == VK_CONTROL) && (animation_endtime + 1.0f < current_time))
357
   {
358
      ctrl_pressed = true; // remember the ctrl key is pressed
359
 
360
      // call the default window message processing function to keep things going
361
      return (DefWindowProc (hWnd, message, wParam, lParam));
362
   }
363
   else if ((message == WM_KEYUP) && (wParam == VK_CONTROL) && (animation_endtime + 1.0f < current_time))
364
   {
365
      ctrl_pressed = false; // remember the ctrl key is released
366
      rbutton_pushed = false; // remember button is released
367
      the_scene.update = true; // update the 3D scene
368
 
369
      // call the default window message processing function to keep things going
370
      return (DefWindowProc (hWnd, message, wParam, lParam));
371
   }
372
 
21 pmbaty 373
   //////////////////
374
   // MOUSE EVENTS //
375
   //////////////////
376
 
1 pmbaty 377
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 378
   // left mouse button push
379
   else if (message == WM_LBUTTONDOWN)
3 pmbaty 380
   {
21 pmbaty 381
      // are we in animation OR are mouse commands NOT allowed ?
382
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
383
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
384
 
3 pmbaty 385
      // is the ctrl key pressed (emulates a right click) ?
386
      if (ctrl_pressed)
387
      {
388
         prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
389
         prevgui_y = GET_Y_LPARAM (lParam);
390
 
391
         // if we click something, stop moving the table immediately
392
 
24 pmbaty 393
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
394
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
395
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
396
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
397
                || (viewer_index == current_viewer))
398
            {
399
               the_board.players[viewer_index].view_pitch = current_pitch;
400
               the_board.players[viewer_index].view_yaw = current_yaw;
401
            }
402
 
3 pmbaty 403
         rbutton_pushed = true; // remember button is clicked
404
      }
405
 
406
      // call the default window message processing function to keep things going
407
      return (DefWindowProc (hWnd, message, wParam, lParam));
408
   }
409
 
410
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 411
   // left mouse button release
412
   else if (message == WM_LBUTTONUP)
1 pmbaty 413
   {
21 pmbaty 414
      // are we in animation OR are mouse commands NOT allowed ?
415
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
416
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
417
 
3 pmbaty 418
      // is the ctrl key pressed (emulates a right click) ?
419
      if (ctrl_pressed)
420
      {
421
         rbutton_pushed = false; // remember button is released
422
         the_scene.update = true; // update the 3D scene
423
 
424
         // call the default window message processing function to keep things going
425
         return (DefWindowProc (hWnd, message, wParam, lParam));
426
      }
427
 
1 pmbaty 428
      prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
429
      prevgui_y = GET_Y_LPARAM (lParam);
430
 
431
      // get mouse coordinates
432
      gui_x = GET_X_LPARAM (lParam);
433
      gui_y = GET_Y_LPARAM (lParam);
434
 
435
      // is the left arrow displayed AND is the mouse hovering it ?
436
      if ((the_scene.gui.larrow.state != 0) && Button_IsHovered (&the_scene.gui.larrow, gui_x, gui_y))
437
         SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_PREVIOUSMOVE, NULL); // send a "previous move" event
438
 
439
      // is the right arrow displayed AND is the mouse hovering it ?
440
      if ((the_scene.gui.rarrow.state != 0) && Button_IsHovered (&the_scene.gui.rarrow, gui_x, gui_y))
441
         SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_NEXTMOVE, NULL); // send a "next move" event
442
 
443
      // is the chat button displayed AND is the mouse hovering it ?
444
      if ((the_scene.gui.chatbutton.state != 0) && Button_IsHovered (&the_scene.gui.chatbutton, gui_x, gui_y))
445
      {
446
         opposite_player = Player_FindByType (PLAYER_INTERNET); // get a hand on the remote player
447
 
448
         // find or create the corresponding interlocutor structure and fire it up
449
         if (opposite_player != NULL)
450
            Interlocutor_FindOrCreate (opposite_player->name);
451
      }
452
 
453
      // is the games button displayed AND is the mouse hovering it ?
454
      if ((the_scene.gui.gamesbutton.state != 0) && Button_IsHovered (&the_scene.gui.gamesbutton, gui_x, gui_y))
455
         Window_Sought (); // if so, display the sought games window
456
 
457
      // is the people button displayed AND is the mouse hovering it ?
458
      if ((the_scene.gui.peoplebutton.state != 0) && Button_IsHovered (&the_scene.gui.peoplebutton, gui_x, gui_y))
459
         Window_Opponents (); // if so, display the opponents window
460
 
461
      // is the parts selection line displayed AND is the mouse anywhere near it ?
462
      if (the_scene.gui.is_partspick_displayed && Render_IsMouseInBox (gui_x, gui_y, 0.0f, 0.0f, 100.0f, 11.0f))
463
      {
464
         // for each selectable part, if the mouse is on it, mark it as selected
465
         for (part_index = 0; part_index < 13; part_index++)
466
            if (Render_IsMouseInBox (gui_x, gui_y, part_index * (100.0f / 13.0f), 0, 100.0f / 13.0f, 11.0f))
467
            {
468
               the_scene.gui.partspick_selectedpart = selectable_parts[part_index]; // mark it as selected
469
               Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
470
               break; // no need to search further if one selection was found
471
            }
472
      }
473
 
474
      // get current player and see if we're online
475
      current_player = Player_GetCurrent ();
476
      remote_player = Player_FindByType (PLAYER_INTERNET);
477
 
478
      // if we are not allowed to select anything, don't even try
479
      if ((current_player->type != PLAYER_HUMAN) || (the_board.viewed_move != the_board.move_count - 1)
480
          || ((remote_player != NULL) && !remote_player->is_in_game))
481
      {
482
         the_scene.update = true; // update the 3D scene
483
 
484
         // call the default window message processing function to keep things going
485
         return (DefWindowProc (hWnd, message, wParam, lParam));
486
      }
487
 
488
      // it's a single click. The user clicked on a square.
489
 
490
      // figure out the coordinates on table
491
      Render_MouseToFloor (gui_x, gui_y, &board_x, &board_y);
492
 
493
      // translate them to board coordinates
494
      the_board.hovered_position[0] = (int) floor ((20.0f - board_y) / 5.0f);
495
      the_board.hovered_position[1] = 7 - (int) floor ((20.0f - board_x) / 5.0f);
496
      highlight_endtime = 0; // stop highlighting anything
497
 
498
      // if it's outside the table, end the job
499
      if (!IS_VALID_POSITION (the_board.hovered_position))
500
      {
501
         the_scene.update = true; // update the 3D scene
502
 
503
         // call the default window message processing function to keep things going
504
         return (DefWindowProc (hWnd, message, wParam, lParam));
505
      }
506
 
507
      // we clicked a valid slot on the table
508
 
509
      current_move = &the_board.moves[the_board.viewed_move]; // quick access to current move
510
 
511
      ///////////////////////////////////
512
      // are we in parts placement mode ?
513
      if (the_board.game_state == STATE_SETUPPOSITION)
514
      {
515
         // quick access to line and column
516
         line = the_board.hovered_position[0];
517
         column = the_board.hovered_position[1];
518
 
519
         // figure out the color of the part we are placing
520
         if (the_scene.gui.partspick_selectedpart == tolower (the_scene.gui.partspick_selectedpart))
521
            part_color = COLOR_BLACK; // black color
522
         else
523
            part_color = COLOR_WHITE; // white color
524
 
525
         // are we erasing a king ? if so, replace it at its default location
526
         if ((current_move->slots[line][column].part == PART_KING) && (current_move->slots[line][column].color == COLOR_BLACK)
527
             && (the_scene.gui.partspick_selectedpart != 'k'))
528
         {
529
            // is it ALREADY the king's default location ? if so, give up
530
            if ((line == 7) && (column == 4))
531
            {
532
               Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
533
               return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message proc
534
            }
535
 
536
            Move_SetSlot (current_move, 7, 4, COLOR_BLACK, PART_KING); // replace black king
537
         }
538
         else if ((current_move->slots[line][column].part == PART_KING) && (current_move->slots[line][column].color == COLOR_WHITE)
539
                  && (the_scene.gui.partspick_selectedpart != 'K'))
540
         {
541
            // is it ALREADY the king's default location ? if so, give up
542
            if ((line == 0) && (column == 4))
543
            {
544
               Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
545
               return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message proc
546
            }
547
 
548
            Move_SetSlot (current_move, 0, 4, COLOR_WHITE, PART_KING); // replace white king
549
         }
550
 
551
         // place the selected part on the board
552
         if (tolower (the_scene.gui.partspick_selectedpart) == 'p')
553
            Move_SetSlot (current_move, line, column, part_color, PART_PAWN); // pawn
554
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'r')
555
            Move_SetSlot (current_move, line, column, part_color, PART_ROOK); // rook
556
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'n')
557
            Move_SetSlot (current_move, line, column, part_color, PART_KNIGHT); // knight
558
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'b')
559
            Move_SetSlot (current_move, line, column, part_color, PART_BISHOP); // bishop
560
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'q')
561
            Move_SetSlot (current_move, line, column, part_color, PART_QUEEN); // queen
562
         else if (tolower (the_scene.gui.partspick_selectedpart) == 'k')
563
         {
564
            // parse the board for other kings of the same color and erase them
565
            for (index_line = 0; index_line < 8; index_line++)
566
               for (index_column = 0; index_column < 8; index_column++)
567
                  if ((current_move->slots[index_line][index_column].color == part_color)
568
                      && (current_move->slots[index_line][index_column].part == PART_KING))
569
                     memset (&current_move->slots[index_line][index_column], 0, sizeof (boardslot_t)); // erase this slot
570
 
571
            Move_SetSlot (current_move, line, column, part_color, PART_KING); // king
572
         }
573
         else
574
            Move_SetSlot (current_move, line, column, 0, PART_NONE); // no part
575
 
576
         // figure out which sound to play
577
         if (the_scene.gui.partspick_selectedpart != ' ')
578
            Audio_PlaySound (SOUNDTYPE_MOVE); // play a move sound when placing a part
579
 
580
         the_scene.update = true; // update the 3D scene
581
 
582
         // call the default window message processing function to keep things going
583
         return (DefWindowProc (hWnd, message, wParam, lParam));
584
      }
585
      // end of parts placement mode
586
      //////////////////////////////
587
 
588
      // does a selection NOT exist yet ?
589
      if (!IS_VALID_POSITION (the_board.selected_position))
590
      {
591
         // is there a selectable part at this location ?
592
         if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part != PART_NONE)
593
            && (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].color == Board_ColorToMove (&the_board)))
594
         {
595
            // mark the selected position as selected (and remember it)
596
            the_board.selected_position[0] = the_board.hovered_position[0];
597
            the_board.selected_position[1] = the_board.hovered_position[1];
598
         }
599
 
600
         the_scene.update = true; // update the 3D scene
601
 
602
         // call the default window message processing function to keep things going
603
         return (DefWindowProc (hWnd, message, wParam, lParam));
604
      }
605
 
606
      // a selection exists already
607
 
608
      // is it the slot that was previously selected ? (i.e, user wants to "unselect" it)
609
      if ((the_board.hovered_position[0] == the_board.selected_position[0]) && (the_board.hovered_position[1] == the_board.selected_position[1]))
610
      {
611
         // forget the selected position
612
         the_board.selected_position[0] = -1;
613
         the_board.selected_position[1] = -1;
614
 
615
         the_scene.update = true; // update the 3D scene
616
 
617
         // call the default window message processing function to keep things going
618
         return (DefWindowProc (hWnd, message, wParam, lParam));
619
      }
620
 
621
      // else is it another part of the same color ? (i.e, user wants to change the part he selected)
622
      else if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part != PART_NONE)
623
               && (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].color == Board_ColorToMove (&the_board)))
624
      {
625
         // mark the selected position as selected (and remember it)
626
         the_board.selected_position[0] = the_board.hovered_position[0];
627
         the_board.selected_position[1] = the_board.hovered_position[1];
628
 
629
         the_scene.update = true; // update the 3D scene
630
 
631
         // call the default window message processing function to keep things going
632
         return (DefWindowProc (hWnd, message, wParam, lParam));
633
      }
634
 
635
      // else is it a possible move ?
636
      else if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].flags & FLAG_POSSIBLEMOVE)
637
               || (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].flags & FLAG_TAKEABLE))
638
      {
639
         // are we in check after the move ? (FIXME: call EP version of this func for en passant moves)
640
         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)))
641
         {
642
            Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
643
 
644
            the_scene.update = true; // update the 3D scene
645
 
646
            // call the default window message processing function to keep things going
647
            return (DefWindowProc (hWnd, message, wParam, lParam));
648
         }
649
 
650
         ////////////////////
651
         // movement is valid
652
 
653
         // do it
654
         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);
655
         current_move = &the_board.moves[the_board.move_count - 1]; // update current move pointer
656
 
657
         // are we in internet mode ?
658
         if (remote_player != NULL)
659
            the_board.reevaluate = false; // if so, don't reevaluate the board yet, let the server do it
660
 
661
         // was it a pawn being promoted ? if so, display the dialog box and wait for the reply
662
         if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part == PART_PAWN)
663
             && ((the_board.hovered_position[0] == 0) || (the_board.hovered_position[0] == 7)))
664
            DialogBox_PawnPromotion (); // display the pawn promotion dialog box
665
 
666
         // else it was a normal move
667
         else
668
         {
669
            Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1); // forget the hovered and selected positions
670
            the_board.has_playerchanged = true; // and switch players
671
         }
672
 
673
         the_scene.update = true; // update the 3D scene
674
         animation_endtime = current_time + ANIMATION_DURATION; // play animation now
675
         sound_playtime = current_time + ANIMATION_DURATION - 0.1f; // play sound near the end of animation
676
 
677
         // call the default window message processing function to keep things going
678
         return (DefWindowProc (hWnd, message, wParam, lParam));
679
      }
680
 
681
      // else it's another location
682
 
683
      Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
684
 
685
      the_scene.update = true; // update the 3D scene
686
 
687
      // call the default window message processing function to keep things going
688
      return (DefWindowProc (hWnd, message, wParam, lParam));
689
   }
690
 
691
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 692
   // right mouse button push
693
   else if (message == WM_RBUTTONDOWN)
1 pmbaty 694
   {
21 pmbaty 695
      // are we in animation OR are mouse commands NOT allowed ?
696
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
697
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
698
 
1 pmbaty 699
      prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
700
      prevgui_y = GET_Y_LPARAM (lParam);
701
 
702
      // if we click something, stop moving the table immediately
703
 
24 pmbaty 704
      // cycle through both players and change their view angles EXCEPT the opponent if he's human
705
      for (viewer_index = 0; viewer_index < 2; viewer_index++)
706
         if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
707
               || (the_board.players[viewer_index].type == PLAYER_INTERNET)
708
               || (viewer_index == current_viewer))
709
         {
710
            the_board.players[viewer_index].view_pitch = current_pitch;
711
            the_board.players[viewer_index].view_yaw = current_yaw;
712
         }
713
 
1 pmbaty 714
      rbutton_pushed = true; // remember button is clicked
715
 
716
      // call the default window message processing function to keep things going
717
      return (DefWindowProc (hWnd, message, wParam, lParam));
718
   }
719
 
720
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 721
   // right mouse button release
722
   else if (message == WM_RBUTTONUP)
1 pmbaty 723
   {
21 pmbaty 724
      // are we in animation OR are mouse commands NOT allowed ?
725
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
726
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
727
 
1 pmbaty 728
      rbutton_pushed = false; // remember button is released
729
      the_scene.update = true; // update the 3D scene
730
 
731
      // call the default window message processing function to keep things going
732
      return (DefWindowProc (hWnd, message, wParam, lParam));
733
   }
734
 
21 pmbaty 735
   ////////////////////////////////////////////////////////////////////////////////////////////////
1 pmbaty 736
   // left mouse button DOUBLE-click
21 pmbaty 737
   else if (message == WM_LBUTTONDBLCLK)
1 pmbaty 738
   {
21 pmbaty 739
      // are we in animation OR are mouse commands NOT allowed ?
740
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
741
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
742
 
1 pmbaty 743
      // get mouse coordinates
744
      gui_x = GET_X_LPARAM (lParam);
745
      gui_y = GET_Y_LPARAM (lParam);
746
 
747
      // are we in game and did we click the move comments area ?
748
      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))
749
      {
750
         DialogBox_Comment (); // fire up the comment dialog box
751
         return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message processing function to keep things going
752
      }
21 pmbaty 753
 
754
      // call the default window message processing function to keep things going
755
      return (DefWindowProc (hWnd, message, wParam, lParam));
1 pmbaty 756
   }
757
 
758
   ////////////////////////////////////////////////////////////////////////////////////////////////
759
   // mouse move (while not in animation)
21 pmbaty 760
   else if (message == WM_MOUSEMOVE)
1 pmbaty 761
   {
21 pmbaty 762
      // are we in animation OR are mouse commands NOT allowed ?
763
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
764
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
765
 
1 pmbaty 766
      // get mouse coordinates
767
      gui_x = GET_X_LPARAM (lParam);
768
      gui_y = GET_Y_LPARAM (lParam);
769
 
770
      // handle button update status
771
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.larrow, gui_x, gui_y);
772
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.rarrow, gui_x, gui_y);
773
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.chatbutton, gui_x, gui_y);
774
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.gamesbutton, gui_x, gui_y);
775
      the_scene.update |= Button_UpdateHoverState (&the_scene.gui.peoplebutton, gui_x, gui_y);
776
 
777
      // see if we're online
778
      remote_player = Player_FindByType (PLAYER_INTERNET);
779
 
780
      // are we online AND do we NOT have the right to select anything ?
781
      if ((remote_player != NULL) && !remote_player->is_in_game)
782
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
783
 
784
      // is the parts selection line displayed AND is the mouse anywhere in it ?
785
      if (the_scene.gui.is_partspick_displayed && Render_IsMouseInBox (gui_x, gui_y, 0.0f, 0.0f, 100.0f, 11.0f))
786
      {
787
         // for each selectable part...
788
         for (part_index = 0; part_index < 13; part_index++)
789
         {
790
            // is the mouse hovering it ?
791
            if (Render_IsMouseInBox (gui_x, gui_y, part_index * (100.0f / 13.0f), 0, 100.0f / 13.0f, 11.0f))
792
            {
793
               // was it NOT hovered before ?
794
               if (the_scene.gui.partspick_hoveredpart != selectable_parts[part_index])
795
               {
796
                  the_scene.gui.partspick_hoveredpart = selectable_parts[part_index]; // mark it as hovered
797
                  the_scene.update = true; // update the scene
798
               }
799
            }
800
 
801
            // else was it hovered before ?
802
            else if (the_scene.gui.partspick_hoveredpart == selectable_parts[part_index])
803
            {
804
               the_scene.gui.partspick_hoveredpart = 0; // clear the hovered part
805
               the_scene.update = true; // update the scene
806
            }
807
         }
808
      }
809
      else
810
         the_scene.gui.partspick_hoveredpart = 0; // clear the hovered part
811
 
812
      // get current and opposite players
813
      current_player = Player_GetCurrent ();
814
      opposite_player = Player_GetOpposite ();
815
 
816
      // if right button was clicked, compute new pitch and yaw
817
      if (rbutton_pushed)
818
      {
24 pmbaty 819
         // cycle through both players and change their view angles EXCEPT the opponent if he's human
820
         for (viewer_index = 0; viewer_index < 2; viewer_index++)
821
            if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
822
                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
823
                || (viewer_index == current_viewer))
824
            {
825
               the_board.players[viewer_index].view_pitch += (gui_y - prevgui_y) * 0.3f;
826
               if (the_board.players[viewer_index].view_pitch < 10.0f)
827
                  the_board.players[viewer_index].view_pitch = 10.0f; // wrap angles around so that they
25 pmbaty 828
               if (the_board.players[viewer_index].view_pitch > 89.99f)
829
                  the_board.players[viewer_index].view_pitch = 89.99f; // stay in the [10, 89.99] bounds
1 pmbaty 830
 
24 pmbaty 831
               the_board.players[viewer_index].view_yaw += (gui_x - prevgui_x) * 0.3f;
832
               the_board.players[viewer_index].view_yaw = WrapAngle (the_board.players[viewer_index].view_yaw);
1 pmbaty 833
 
24 pmbaty 834
               // save these as the new custom angles
835
               the_board.players[viewer_index].custom_pitch = the_board.players[viewer_index].view_pitch;
836
               the_board.players[viewer_index].custom_yaw = the_board.players[viewer_index].view_yaw;
1 pmbaty 837
 
24 pmbaty 838
               // when moving the table around, jump to ideal angles immediately
839
               current_pitch = the_board.players[viewer_index].view_pitch;
840
               current_yaw = the_board.players[viewer_index].view_yaw;
841
            }
1 pmbaty 842
 
843
         the_scene.update = true; // button was clicked, update the 3D scene
844
      }
845
 
846
      // else it's just the mouse wandering around ; have we the right to select something ?
847
      else if ((the_board.viewed_move == the_board.move_count - 1) && (current_player->type == PLAYER_HUMAN) && (highlight_endtime < current_time))
848
      {
849
         // save the old positions
850
         prev_hovered_position[0] = the_board.hovered_position[0];
851
         prev_hovered_position[1] = the_board.hovered_position[1];
852
 
853
         // figure out the coordinates on table
854
         Render_MouseToFloor (gui_x, gui_y, &board_x, &board_y);
855
 
856
         // translate them to board coordinates
857
         the_board.hovered_position[0] = (int) floor ((20.0f - board_y) / 5.0f);
858
         the_board.hovered_position[1] = 7 - (int) floor ((20.0f - board_x) / 5.0f);
859
 
860
         // do they differ from last time ?
861
         if ((the_board.hovered_position[0] != prev_hovered_position[0]) || (the_board.hovered_position[1] != prev_hovered_position[1]))
862
            the_scene.update = true; // if so, update scene
863
      }
864
 
865
      // has the user the right to leave a command AND is there no comment yet ?
866
      if ((the_board.game_state >= STATE_PLAYING) && (the_board.viewed_move > 0)
867
          && ((the_board.moves[the_board.viewed_move].comment == NULL) || (the_board.moves[the_board.viewed_move].comment[0] == 0)))
868
      {
869
         // is the mouse above the comments zone ? if so, display a dimmed hint text
870
         if (Render_IsMouseInBox (gui_x, gui_y, 30.0f, 0.0f, 40.0f, 10.0f))
871
         {
872
            if (!the_scene.gui.comment_text.is_displayed)
873
            {
874
               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"));
875
               the_scene.update = true; // and update the scene
876
            }
877
         }
878
         else
879
         {
880
            if (the_scene.gui.comment_text.is_displayed)
881
            {
882
               the_scene.gui.comment_text.is_displayed = false; // if not, erase the hint text
883
               the_scene.update = true; // and update the scene
884
            }
885
         }
886
      }
887
 
888
      // remember these coordinates for next time
889
      prevgui_x = gui_x;
890
      prevgui_y = gui_y;
891
 
892
      // call the default window message processing function to keep things going
893
      return (DefWindowProc (hWnd, message, wParam, lParam));
894
   }
895
 
896
   ////////////////////////////////////////////////////////////////////////////////////////////////
21 pmbaty 897
   // mouse scroll
898
   else if (message == WM_MOUSEWHEEL)
1 pmbaty 899
   {
21 pmbaty 900
      // are we in animation OR are mouse commands NOT allowed ?
901
      if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
902
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
903
 
1 pmbaty 904
      // see if we're online
905
      remote_player = Player_FindByType (PLAYER_INTERNET);
906
 
907
      // are we online AND do we NOT have the right to select anything ?
908
      if ((remote_player != NULL) && !remote_player->is_in_game)
909
         return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
910
 
911
      // scroll up / scroll down ?
912
      if (GET_WHEEL_DELTA_WPARAM (wParam) > 0)
913
         the_board.players[current_viewer].view_distance = max (48.0f, the_board.players[current_viewer].view_distance - 2.0f);
914
      else if (GET_WHEEL_DELTA_WPARAM (wParam) < 0)
915
         the_board.players[current_viewer].view_distance = min (100.0f, the_board.players[current_viewer].view_distance + 2.0f);
916
 
917
      // save this as the new custom distance
918
      the_board.players[current_viewer].custom_distance = the_board.players[current_viewer].view_distance;
919
 
920
      // when moving the table around, jump to ideal angles immediately
921
      current_distance = the_board.players[current_viewer].view_distance;
922
 
923
      the_scene.update = true; // update the 3D scene
924
 
925
      // call the default window message processing function to keep things going
926
      return (DefWindowProc (hWnd, message, wParam, lParam));
927
   }
928
 
929
   ////////////////////////////////////////////////////////////////////////////////////////////////
930
   // keyboard release
931
   else if (message == WM_CHAR)
932
   {
933
      // are we in position setup mode ?
934
      if (the_board.game_state == STATE_SETUPPOSITION)
935
      {
936
         // is it the enter key ? if so, exit setup mode and start playing
937
         if (wParam == L'\r')
938
         {
939
            current_move = &the_board.moves[the_board.viewed_move]; // quick access to current move
940
 
941
            // (in)validate the castling positions
942
            if ((current_move->slots[0][0].color == COLOR_WHITE) && (current_move->slots[0][0].part == PART_ROOK)
943
                && (current_move->slots[0][4].color == COLOR_WHITE) && (current_move->slots[0][4].part == PART_KING))
944
               current_move->sides[COLOR_WHITE].longcastle_allowed = true; // white castling queenside allowed
945
            else
946
               current_move->sides[COLOR_WHITE].longcastle_allowed = false; // white castling queenside no longer possible
947
            if ((current_move->slots[0][7].color == COLOR_WHITE) && (current_move->slots[0][7].part == PART_ROOK)
948
                && (current_move->slots[0][4].color == COLOR_WHITE) && (current_move->slots[0][4].part == PART_KING))
949
               current_move->sides[COLOR_WHITE].shortcastle_allowed = true; // white castling kingside allowed
950
            else
951
               current_move->sides[COLOR_WHITE].shortcastle_allowed = false; // white castling kingside no longer possible
952
            if ((current_move->slots[7][0].color == COLOR_BLACK) && (current_move->slots[7][0].part == PART_ROOK)
953
                && (current_move->slots[7][4].color == COLOR_BLACK) && (current_move->slots[7][4].part == PART_KING))
954
               current_move->sides[COLOR_BLACK].longcastle_allowed = true; // white castling queenside allowed
955
            else
956
               current_move->sides[COLOR_BLACK].longcastle_allowed = false; // white castling queenside no longer possible
957
            if ((current_move->slots[7][7].color == COLOR_BLACK) && (current_move->slots[7][7].part == PART_ROOK)
958
                && (current_move->slots[7][4].color == COLOR_BLACK) && (current_move->slots[7][4].part == PART_KING))
959
               current_move->sides[COLOR_BLACK].shortcastle_allowed = true; // white castling kingside allowed
960
            else
961
               current_move->sides[COLOR_BLACK].shortcastle_allowed = false; // white castling kingside no longer possible
962
 
963
            current_move->color = COLOR_BLACK; // so that game starts with white
964
 
965
            // validate this board in Forsyth-Edwards Notation and reset it
966
            Move_DescribeInFEN (current_move);
967
            wcscpy_s (fen_string, WCHAR_SIZEOF (fen_string), current_move->fen_string); // have a copy of fen string
968
            Board_Reset (&the_board, fen_string);
969
 
970
            the_board.game_state = STATE_PLAYING; // start the game now
971
            the_board.reevaluate = true; // evaluate board again
972
 
973
            the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade out help text now (FIXME: ugly)
974
            the_scene.update = true; // update the 3D scene
975
 
976
            // call the default window message processing function to keep things going
977
            return (DefWindowProc (hWnd, message, wParam, lParam));
978
         }
979
      }
980
 
981
      // else are we in internet mode ?
982
      else if (Player_FindByType (PLAYER_INTERNET) != NULL)
983
      {
984
         entered_ccreply = &the_scene.gui.entered_ccreply; // quick access to entered ccreply
985
         local_player = Player_FindByType (PLAYER_HUMAN); // quick access to local player
986
         if (local_player == NULL)
987
            return (DefWindowProc (hWnd, message, wParam, lParam)); // theoretically impossible condition, but better be sure
988
         if (selected_chatterchannel == NULL)
989
            return (DefWindowProc (hWnd, message, wParam, lParam)); // theoretically impossible condition, but better be sure
990
 
991
         // are we NOT entering text yet ?
992
         if (!the_scene.gui.is_entering_text)
993
         {
994
            // is it the space bar ?
995
            if (wParam == L' ')
996
            {
997
               the_scene.gui.is_entering_text = true; // remember we are entering text
998
 
999
               // reset the entered text buffer
1000
               entered_ccreply->text = (wchar_t *) SAFE_malloc (1, sizeof (wchar_t), false);
1001
               entered_ccreply->text[0] = 0; // only the null terminator will fit
1002
               entered_ccreply->text_length = 0; // and set its length to zero
1003
            }
1004
         }
1005
 
1006
         // else we are currently in text entering mode
1007
         else
1008
         {
1009
            // is the typed character a printable character ?
1010
            if (iswprint (wParam))
1011
            {
1012
               // if so, reallocate space in the typed buffer (include null terminator)
1013
               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);
1014
               swprintf_s (&entered_ccreply->text[entered_ccreply->text_length], 1 + 1, L"%c", wParam); // append character
1015
               entered_ccreply->text_length++; // buffer holds now one character more
1016
            }
1017
 
1018
            // else is the typed character a backspace AND is there text to erase ?
1019
            else if ((wParam == 0x08) && (entered_ccreply->text_length > 0))
1020
            {
1021
               // if so, reallocate space in the typed buffer (include null terminator)
1022
               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);
1023
               entered_ccreply->text[entered_ccreply->text_length - 1] = 0; // backspace, delete one character
1024
               entered_ccreply->text_length--; // buffer holds now one character less
1025
            }
1026
 
1027
            // else is the typed character the escape key ?
1028
            else if (wParam == 0x1b)
1029
            {
1030
               SAFE_free ((void **) &entered_ccreply->text); // reset the entered text buffer
1031
               entered_ccreply->text_length = 0; // and set its length to zero
1032
               the_scene.gui.is_entering_text = false; // and exit from the text entering mode
1033
            }
1034
 
1035
            // else is the typed character the enter key ?
1036
            else if (wParam == 0x0d)
1037
               the_scene.gui.is_entering_text = false; // enter, exit from the text entering mode (this will validate our reply)
1038
 
1039
            // else it's an illegal character
1040
            else
1041
               Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // illegal character, beep the illegal move sound
1042
         }
1043
 
1044
         the_scene.update = true; // update the 3D scene
1045
 
1046
         // call the default window message processing function to keep things going
1047
         return (DefWindowProc (hWnd, message, wParam, lParam));
1048
      }
1049
   }
1050
 
1051
   ////////////////////////////////////////////////////////////////////////////////////////////////
1052
   // mouse move outside the window
1053
   else if (message == WM_NCMOUSEMOVE)
1054
   {
1055
      rbutton_pushed = false; // remember right button is released
1056
 
1057
      // call the default window message processing function to keep things going
1058
      return (DefWindowProc (hWnd, message, wParam, lParam));
1059
   }
1060
 
1061
   ////////////////////////////////////////////////////////////////////////////////////////////////
1062
   // window repaint
1063
   else if (message == WM_PAINT)
1064
   {
1065
      the_scene.update = true; // update the 3D scene
1066
 
1067
      // call the default window message processing function to keep things going
1068
      return (DefWindowProc (hWnd, message, wParam, lParam));
1069
   }
1070
 
1071
   // call the default window message processing function to keep things going
1072
   return (DefWindowProc (hWnd, message, wParam, lParam));
1073
}
1074
 
1075
 
1076
static bool Button_IsHovered (guibutton_t *button, int gui_x, int gui_y)
1077
{
1078
   // handy wrapper that returns whether a particular GUI button is hovered when the mouse is at the given coordinates
1079
 
1080
   return (Render_IsMouseInBox (gui_x, gui_y, button->left, button->top, button->width, button->height));
1081
}
1082
 
1083
 
1084
static bool Button_UpdateHoverState (guibutton_t *button, int gui_x, int gui_y)
1085
{
1086
   // this function updates the hover state of a GUI button, and returns TRUE if the
1087
   // scene needs to be updated, FALSE otherwise.
1088
 
1089
   // is the button displayed ?
1090
   if (button->state != 0)
1091
   {
1092
      // is the mouse hovering it ?
1093
      if (Render_IsMouseInBox (gui_x, gui_y, button->left, button->top, button->width, button->height))
1094
      {
1095
         // was it NOT hovered before ?
1096
         if (button->state != 2)
1097
         {
1098
            button->state = 2; // mark it as hovered
1099
            return (true); // return TRUE so as to update the scene
1100
         }
1101
      }
1102
 
1103
      // else was it hovered before ?
1104
      else if (button->state == 2)
1105
      {
1106
         button->state = 1; // else mark it as not hovered
1107
         return (true); // return TRUE so as to update the scene
1108
      }
1109
   }
1110
 
1111
   return (false); // no need to update the scene
1112
}