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