- // main.cpp 
-   
- #include "common.h" 
-   
-   
- bool Themes_Init (void) 
- { 
-    // this function (re)builds the themes array and loads all the themes' data 
-   
-    wchar_t search_pattern[256]; 
-    WIN32_FIND_DATA wfd; 
-    HANDLE hFind; 
-    int selectedtheme_index; 
-   
-    // start by resetting the themes array 
-    themes = NULL; 
-    theme_count = 0; 
-   
-    // the selected them isn't known yet 
-    selectedtheme_index = -1; 
-   
-    // build the search pattern string out of the path and initiate the search from that point 
-    swprintf_s (search_pattern, WCHAR_SIZEOF (search_pattern), L"%s\\themes\\*.*", app_path); 
-    hFind = FindFirstFile (search_pattern, &wfd); 
-    if (hFind != INVALID_HANDLE_VALUE) 
-    { 
-       // start doing this... 
-       do 
-       { 
-          // is it this directory or the parent directory ? 
-          if ((wcscmp (wfd.cFileName, L".") == 0) || (wcscmp (wfd.cFileName, L"..") == 0)) 
-             continue; // skip that entry 
-   
-          // is it a directory ? 
-          if (wfd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) 
-          { 
-             // reallocate space for one theme more (zero out the allocated space) and copy it in place 
-             themes = (theme_t *) SAFE_realloc (themes, theme_count, theme_count + 1, sizeof (theme_t), true); 
-             wcscpy_s (themes[theme_count].name, WCHAR_SIZEOF (themes[theme_count].name), wfd.cFileName); 
-             theme_count++; // we know now one theme more 
-   
-             // is it the selected theme ? 
-             if (_wcsicmp (wfd.cFileName, wantedtheme_name) == 0) 
-             { 
-                Theme_Load (&themes[theme_count - 1], true); // load ALL the theme data from this directory 
-                selectedtheme_index = theme_count - 1; // remember the selected theme is this one 
-             } 
-          } 
-       } while (FindNextFile (hFind, &wfd)); // ...and don't stop as long as there are files to go 
-   
-       FindClose (hFind); // close the search handle 
-    } 
-   
-    // consistency check: we need at least one theme 
-    if (theme_count == 0) 
-    { 
-       MessageBox (NULL, LOCALIZE (L"Error_UnableToLoadThemes"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK); 
-       return (false); // if none of these extensions match, bomb out 
-    } 
-   
-    // have we found the selected theme ? 
-    if (selectedtheme_index != -1) 
-       theme = &themes[selectedtheme_index]; // found it, so link it 
-    else 
-    { 
-       Theme_Load (&themes[0], true); // not found, so load the first available theme 
-       theme = &themes[0]; // and link selected theme to it 
-    } 
-   
-    // if we have a custom background specified, load it too 
-    if (custombackground_pathname[0] != 0) 
-       Background_LoadImage (&custombg, custombackground_pathname); 
-   
-    return (true); // at least one theme has been loaded successfully, return TRUE 
- } 
-   
-   
- void Themes_Shutdown (void) 
- { 
-    // helper function to release the themes structures array 
-   
-    int theme_index; 
-   
-    // before freeing the themes array, backup our theme's name 
-    wcscpy_s (wantedtheme_name, WCHAR_SIZEOF (wantedtheme_name), theme->name); 
-   
-    // for each theme, free its mallocated data 
-    for (theme_index = 0; theme_index < theme_count; theme_index++) 
-    { 
-       SAFE_free ((void **) &theme->description); // free its description 
-   
-       SAFE_free ((void **) &themes[theme_index].illum.lights); // free the lights array 
-       themes[theme_index].illum.light_count = 0; 
-    } 
-   
-    // free the themes array 
-    SAFE_free ((void **) &themes); 
-    theme_count = 0; 
-   
-    return; // nothing to do 
- } 
-   
-   
- void Theme_Load (theme_t *theme, bool want_all) 
- { 
-    // this function loads a particular theme out of a theme subdirectory's files 
-   
-    #define THEME_LOAD_STEP(id) if ((theme->load_index == (id)) || (want_all && (theme->load_index < ((id) + 1)))) 
-    #define THEME_LOAD_TEXTURE(varname,texture_name) \ 
-    { \ 
-       theme->varname = Render_LoadTexture (L"%s/themes/%s/" texture_name L".*", app_path, theme->name); \ 
-       if (theme->varname == -1) \ 
-          MessageBox (NULL, LOCALIZE (L"Error_UnableToAddTextureD3DXCreateTextureFromFileFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK); \ 
-    } 
-    #define THEME_LOAD_MESH(varname,mesh_name) \ 
-    { \ 
-       theme->varname = Render_LoadMesh (L"%s/themes/%s/" mesh_name L".*", app_path, theme->name); \ 
-       if (theme->varname == -1) \ 
-          MessageBox (NULL, LOCALIZE (L"Error_UnableToAddMeshD3DXLoadMeshFromXFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK); \ 
-    } 
-    #define THEME_LOAD_SPRITE(varname,sprite_name) \ 
-    { \ 
-       theme->varname = Render_LoadSprite (L"%s/themes/%s/" sprite_name L".*", app_path, theme->name); \ 
-       if (theme->varname == -1) \ 
-          MessageBox (NULL, LOCALIZE (L"Error_UnableToAddSpriteD3DXCreateSpriteFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK); \ 
-    } 
-    #define THEME_LOAD_PART(part_id,part_name) \ 
-    { \ 
-       theme->part_meshes[part_id] = -1; \ 
-       if (options.want_hiquality) \ 
-          theme->part_meshes[part_id] = Render_LoadMesh (L"%s/themes/%s/" part_name L"-hidef.*", app_path, theme->name); \ 
-       if (theme->part_meshes[part_id] == -1) \ 
-          theme->part_meshes[part_id] = Render_LoadMesh (L"%s/themes/%s/" part_name L".*", app_path, theme->name); \ 
-       if (theme->part_meshes[part_id] == -1) \ 
-          MessageBox (NULL, LOCALIZE (L"Error_UnableToAddMeshD3DXLoadMeshFromXFailed"), LOCALIZE (L"FatalError"), MB_ICONERROR | MB_OK); \ 
-    } 
-   
-    struct _stat fileinfo; 
-    char *desc_buffer; 
-    wchar_t filename[256]; 
-    wchar_t section_name[32]; 
-    wchar_t value[128]; 
-    light_t light; 
-    void *inifile; 
-    int light_index; 
-    int light_count; 
-    int red; 
-    int green; 
-    int blue; 
-    FILE *fp; 
-   
-    // allocate space for and load its description 
-    swprintf_s (filename, WCHAR_SIZEOF (filename), L"%s/themes/%s/readme.txt", app_path, theme->name); 
-    if (_wstat (filename, &fileinfo) == 0) 
-    { 
-       desc_buffer = (char *) SAFE_malloc (fileinfo.st_size, sizeof (char), false); 
-       _wfopen_s (&fp, filename, L"rb"); 
-       fread (desc_buffer, fileinfo.st_size, 1, fp); // read file in whole in ASCII form 
-       fclose (fp); // close it and then convert it to wide char 
-       theme->description = (wchar_t *) SAFE_malloc (fileinfo.st_size, sizeof (wchar_t), false); 
-       ConvertToWideChar (theme->description, fileinfo.st_size, desc_buffer); 
-       SAFE_free ((void **) &desc_buffer); // we no longer need the ASCII buffer 
-    } 
-    else 
-       theme->description = NULL; // this theme has no description 
-   
-    // load its background image 
-    THEME_LOAD_STEP (0) Background_LoadImage (&theme->bg, L"%s/themes/%s/background/background.*", app_path, theme->name); 
-   
-    // load board meshes 
-    THEME_LOAD_STEP (1) THEME_LOAD_MESH (board_meshindex, L"models/board"); 
-    THEME_LOAD_STEP (2) THEME_LOAD_MESH (table_meshindex, L"models/table"); 
-    THEME_LOAD_STEP (3) THEME_LOAD_MESH (trim_meshindex, L"models/trim"); 
-    THEME_LOAD_STEP (4) THEME_LOAD_MESH (tile_meshindex, L"models/tile"); 
-   
-    // load part meshes 
-    THEME_LOAD_STEP (5) THEME_LOAD_PART (PART_KING, L"models/king"); 
-    THEME_LOAD_STEP (6) THEME_LOAD_PART (PART_QUEEN, L"models/queen"); 
-    THEME_LOAD_STEP (7) THEME_LOAD_PART (PART_BISHOP, L"models/bishop"); 
-    THEME_LOAD_STEP (8) THEME_LOAD_PART (PART_KNIGHT, L"models/knight"); 
-    THEME_LOAD_STEP (9) THEME_LOAD_PART (PART_ROOK, L"models/rook"); 
-    THEME_LOAD_STEP (10) THEME_LOAD_PART (PART_PAWN, L"models/pawn"); 
-   
-    // load part textures 
-    THEME_LOAD_STEP (11) THEME_LOAD_TEXTURE (part_colors[COLOR_BLACK].texture, L"models/part-black"); 
-    THEME_LOAD_STEP (12) THEME_LOAD_TEXTURE (part_colors[COLOR_WHITE].texture, L"models/part-white"); 
-   
-    // load board, table, grid and trim textures 
-    THEME_LOAD_STEP (13) THEME_LOAD_TEXTURE (board_texture, L"models/board"); 
-    THEME_LOAD_STEP (14) THEME_LOAD_TEXTURE (table_texture, L"models/table"); 
-    THEME_LOAD_STEP (15) THEME_LOAD_TEXTURE (trim_texture, L"models/trim"); 
-    THEME_LOAD_STEP (16) THEME_LOAD_TEXTURE (grid_texture, L"models/grid"); 
-   
-    // load overlay textures 
-    THEME_LOAD_STEP (17) THEME_LOAD_TEXTURE (shadow_textureindex, L"shadow"); 
-    THEME_LOAD_STEP (18) THEME_LOAD_TEXTURE (hovered_textureindex, L"hovered"); 
-    THEME_LOAD_STEP (19) THEME_LOAD_TEXTURE (check_textureindex, L"check"); 
-    THEME_LOAD_STEP (20) THEME_LOAD_TEXTURE (threat_textureindex, L"takeable"); 
-    THEME_LOAD_STEP (21) THEME_LOAD_TEXTURE (lastmovesource_textureindex, L"lastmovesource"); 
-    THEME_LOAD_STEP (22) THEME_LOAD_TEXTURE (lastmovetarget_textureindex, L"lastmovetarget"); 
-    THEME_LOAD_STEP (23) THEME_LOAD_TEXTURE (selected_textureindex, L"selected"); 
-    THEME_LOAD_STEP (24) THEME_LOAD_TEXTURE (possiblemove_textureindex, L"possiblemove"); 
-    THEME_LOAD_STEP (25) THEME_LOAD_TEXTURE (takeable_textureindex, L"takeable"); 
-   
-    // load sprites 
-    THEME_LOAD_STEP (26) THEME_LOAD_SPRITE (flatsprites[COLOR_WHITE][PART_PAWN], L"parts/pawn-white"); 
-    THEME_LOAD_STEP (27) THEME_LOAD_SPRITE (flatsprites[COLOR_WHITE][PART_ROOK], L"parts/rook-white"); 
-    THEME_LOAD_STEP (28) THEME_LOAD_SPRITE (flatsprites[COLOR_WHITE][PART_KNIGHT], L"parts/knight-white"); 
-    THEME_LOAD_STEP (29) THEME_LOAD_SPRITE (flatsprites[COLOR_WHITE][PART_BISHOP], L"parts/bishop-white"); 
-    THEME_LOAD_STEP (30) THEME_LOAD_SPRITE (flatsprites[COLOR_WHITE][PART_QUEEN], L"parts/queen-white"); 
-    THEME_LOAD_STEP (31) THEME_LOAD_SPRITE (flatsprites[COLOR_WHITE][PART_KING], L"parts/king-white"); 
-    THEME_LOAD_STEP (32) THEME_LOAD_SPRITE (flatsprites[COLOR_BLACK][PART_PAWN], L"parts/pawn-black"); 
-    THEME_LOAD_STEP (33) THEME_LOAD_SPRITE (flatsprites[COLOR_BLACK][PART_ROOK], L"parts/rook-black"); 
-    THEME_LOAD_STEP (34) THEME_LOAD_SPRITE (flatsprites[COLOR_BLACK][PART_KNIGHT], L"parts/knight-black"); 
-    THEME_LOAD_STEP (35) THEME_LOAD_SPRITE (flatsprites[COLOR_BLACK][PART_BISHOP], L"parts/bishop-black"); 
-    THEME_LOAD_STEP (36) THEME_LOAD_SPRITE (flatsprites[COLOR_BLACK][PART_QUEEN], L"parts/queen-black"); 
-    THEME_LOAD_STEP (37) THEME_LOAD_SPRITE (flatsprites[COLOR_BLACK][PART_KING], L"parts/king-black"); 
-    THEME_LOAD_STEP (38) THEME_LOAD_SPRITE (lastmovesource_spriteindex, L"lastmovesource"); 
-    THEME_LOAD_STEP (39) THEME_LOAD_SPRITE (lastmovetarget_spriteindex, L"lastmovetarget"); 
-   
-    // load the flat pieces textures 
-    THEME_LOAD_STEP (40) THEME_LOAD_TEXTURE (flattextures[COLOR_WHITE][PART_PAWN], L"parts/pawn-white"); 
-    THEME_LOAD_STEP (41) THEME_LOAD_TEXTURE (flattextures[COLOR_WHITE][PART_ROOK], L"parts/rook-white"); 
-    THEME_LOAD_STEP (42) THEME_LOAD_TEXTURE (flattextures[COLOR_WHITE][PART_KNIGHT], L"parts/knight-white"); 
-    THEME_LOAD_STEP (43) THEME_LOAD_TEXTURE (flattextures[COLOR_WHITE][PART_BISHOP], L"parts/bishop-white"); 
-    THEME_LOAD_STEP (44) THEME_LOAD_TEXTURE (flattextures[COLOR_WHITE][PART_QUEEN], L"parts/queen-white"); 
-    THEME_LOAD_STEP (45) THEME_LOAD_TEXTURE (flattextures[COLOR_WHITE][PART_KING], L"parts/king-white"); 
-    THEME_LOAD_STEP (46) THEME_LOAD_TEXTURE (flattextures[COLOR_BLACK][PART_PAWN], L"parts/pawn-black"); 
-    THEME_LOAD_STEP (47) THEME_LOAD_TEXTURE (flattextures[COLOR_BLACK][PART_ROOK], L"parts/rook-black"); 
-    THEME_LOAD_STEP (48) THEME_LOAD_TEXTURE (flattextures[COLOR_BLACK][PART_KNIGHT], L"parts/knight-black"); 
-    THEME_LOAD_STEP (49) THEME_LOAD_TEXTURE (flattextures[COLOR_BLACK][PART_BISHOP], L"parts/bishop-black"); 
-    THEME_LOAD_STEP (50) THEME_LOAD_TEXTURE (flattextures[COLOR_BLACK][PART_QUEEN], L"parts/queen-black"); 
-    THEME_LOAD_STEP (51) THEME_LOAD_TEXTURE (flattextures[COLOR_BLACK][PART_KING], L"parts/king-black"); 
-   
-    ////////////////////////////// 
-    // read scene lights from file 
-   
-    THEME_LOAD_STEP (52) 
-    { 
-       theme->illum.lights = NULL; // no lights for the scene so far 
-       theme->illum.light_count = 0; // reset the known lights count 
-   
-       // open the INI file 
-       swprintf_s (filename, WCHAR_SIZEOF (filename), L"%s/themes/%s/lights.ini", app_path, theme->name); 
-       inifile = INIFile_LoadINIFile (filename); 
-   
-       // read the global light values and the parts illumination values 
-       swscanf_s (INIFile_ReadEntryAsString (inifile, L"global", L"ambient light", L"50, 50, 50"), L"%d , %d , %d", &red, &green, &blue); 
-       theme->illum.ambient_light = RGB_TO_RGBACOLOR (red, green, blue); 
-       theme->board_material = Render_MaterialIndexOf (INIFile_ReadEntryAsString (inifile, L"global", L"board material", L"default")); 
-       theme->table_material = Render_MaterialIndexOf (INIFile_ReadEntryAsString (inifile, L"global", L"table material", L"default")); 
-       theme->trim_material = -1; // TODO: make customizable 
-       theme->reflection_alpha = (unsigned char) INIFile_ReadEntryAsLong (inifile, L"global", L"table reflection alpha", 50); 
-       theme->part_colors[COLOR_BLACK].material = Render_MaterialIndexOf (INIFile_ReadEntryAsString (inifile, L"global", L"black material", L"default")); 
-       theme->part_colors[COLOR_WHITE].material = Render_MaterialIndexOf (INIFile_ReadEntryAsString (inifile, L"global", L"white material", L"default")); 
-   
-       // figure out the number of lights in this file 
-       light_count = INIFile_GetNumberOfSections (inifile) - 1; // deduce the [global] section 
-   
-       // for each light section... 
-       for (light_index = 0; light_index < light_count; light_index++) 
-       { 
-          swprintf_s (section_name, WCHAR_SIZEOF (section_name), L"light %d", light_index + 1); // build section name 
-          memset (&light, 0, sizeof (light)); // wipe out temporary light structure 
-   
-          // get this light parameters 
-          wcscpy_s (value, WCHAR_SIZEOF (value), INIFile_ReadEntryAsString (inifile, section_name, L"type", L"")); 
-          if (_wcsicmp (value, L"directional") == 0) 
-             light.type = LIGHT_DIRECTIONAL; 
-          else if (_wcsicmp (value, L"point") == 0) 
-             light.type = LIGHT_POINT; 
-          else if (_wcsicmp (value, L"spot") == 0) 
-             light.type = LIGHT_SPOT; 
-          else 
-             continue; // on invalid data, skip this section 
-          swscanf_s (INIFile_ReadEntryAsString (inifile, section_name, L"color", L"0, 0, 0"), L"%d , %d , %d", &red, &green, &blue); 
-          light.color = RGB_TO_RGBACOLOR (red, green, blue); 
-          swscanf_s (INIFile_ReadEntryAsString (inifile, section_name, L"source", L"0.0, 0.0, 0.0"), L"%f , %f , %f", &light.pos_x, &light.pos_y, &light.pos_z); 
-          swscanf_s (INIFile_ReadEntryAsString (inifile, section_name, L"direction", L"0.0, 0.0, 0.0"), L"%f , %f , %f", &light.direction_x, &light.direction_y, &light.direction_z); 
-          light.range = (float) INIFile_ReadEntryAsDouble (inifile, section_name, L"range", 0.0); 
-          swscanf_s (INIFile_ReadEntryAsString (inifile, section_name, L"attenuation", L"0.0, 0.0, 0.0"), L"%f , %f , %f", &light.attenuation_constant, &light.attenuation_proportional, &light.attenuation_square); 
-          swscanf_s (INIFile_ReadEntryAsString (inifile, section_name, L"cone", L"0.0, 0.0"), L"%f , %f", &light.cone_inner, &light.cone_outer); 
-   
-          // reallocate the lights array to hold one light more 
-          theme->illum.lights = (light_t *) SAFE_realloc (theme->illum.lights, theme->illum.light_count, theme->illum.light_count + 1, sizeof (light_t), false); 
-          memcpy (&theme->illum.lights[theme->illum.light_count], &light, sizeof (light_t)); // copy light in place 
-          theme->illum.light_count++; // we know now one light more 
-       } 
-   
-       // close the INI file 
-       INIFile_FreeINIFile (inifile); 
-    } 
-   
-    theme->load_index++; // this bit has been loaded 
-    if (theme->load_index == 53) 
-       theme->is_loaded = true; // when everything has been loaded, remember this theme is now usable 
-   
-    return; // finished, theme data is loaded a bit more 
-   
-    #undef THEME_LOAD_PART 
-    #undef THEME_LOAD_SPRITE 
-    #undef THEME_LOAD_MESH 
-    #undef THEME_LOAD_TEXTURE 
-    #undef THEME_LOAD_STEP 
- } 
-   
-   
- void Background_LoadImage (backgroundsprite_t *bg, const wchar_t *fmt, ...) 
- { 
-    // this function loads the specified background image for the specified theme 
-   
-    static wchar_t bgimage_pathname[MAX_PATH]; 
-    va_list argptr; 
-    int width; 
-    int height; 
-   
-    // concatenate all the arguments in one string 
-    va_start (argptr, fmt); 
-    wvsprintf (bgimage_pathname, fmt, argptr); 
-    va_end (argptr); 
-   
-    // does the background file look like an image we can comprehend ? try to get its width and height 
-    if (GetImageSize (bgimage_pathname, &width, &height)) 
-    { 
-       // yes it is, so load it as our background and round its size to the highest multiple of two 
-       bg->sprite_width = 2; 
-       while (bg->sprite_width < width) 
-          bg->sprite_width *= 2; // save them rounded to the next power of two 
-       bg->sprite_height = 2; 
-       while (bg->sprite_height < height) 
-          bg->sprite_height *= 2; // save them rounded to the next power of two 
-   
-       bg->sprite_index = Render_LoadSprite (bgimage_pathname); // load texture as sprite 
-    } 
-    else 
-    { 
-       // no it's not, so load a default texture 
-       bg->sprite_index = Render_LoadSprite (L"%s/data/notexture.png", app_path); 
-       bg->sprite_width = 2; 
-       bg->sprite_height = 2; 
-    } 
-   
-    return; // finished, theme background image is loaded 
- } 
-