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  1. // dialog_pawnpromotion.cpp
  2.  
  3. #include "../common.h"
  4.  
  5.  
  6. // dialog template
  7. #define THIS_DIALOG DIALOG_PAWNPROMOTION
  8.  
  9.  
  10. // global variables used in this module only
  11. static int promotion_type = PART_NONE;
  12.  
  13.  
  14. // prototypes of local functions
  15. static void StartThread_ThisDialog (void *thread_parms);
  16. static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam);
  17.  
  18.  
  19. void DialogBox_PawnPromotion (void)
  20. {
  21.    // helper function to fire up the modeless dialog box
  22.  
  23.    is_dialogbox_displayed = true;
  24.    _beginthread (StartThread_ThisDialog, 0, NULL); // so fire up a new one
  25.  
  26.    return; // return as soon as the thread is fired up
  27. }
  28.  
  29.  
  30. void DialogBox_PawnPromotion_Validated (void)
  31. {
  32.    // callback function called by the main game thread when the dialog box is validated
  33.  
  34.    boardmove_t *currentmove;
  35.    player_t *opposite_player;
  36.  
  37.    // remember this callback is no longer to be called
  38.    is_dialogbox_pawnpromotion_validated = false;
  39.  
  40.    currentmove = &the_board.moves[the_board.move_count - 1]; // quick access to previous move
  41.  
  42.    // save promotion type and promote the part to the desired type
  43.    currentmove->promotion_type = promotion_type;
  44.    Move_SetSlot (currentmove, currentmove->target[0], currentmove->target[1], currentmove->color, currentmove->promotion_type);
  45.  
  46.    // evaluate new check and stalemate status
  47.    currentmove->is_check = Move_IsCheck (currentmove, 1 - currentmove->color); // save whether opponent is in check or not
  48.    currentmove->is_stalemate = Move_IsStaleMate (currentmove, 1 - currentmove->color); // save whether opponent is stalemate
  49.  
  50.    // re-describe our move in Standard Abbreviated Notation and describe the resulting table in Forsyth-Edwards Notation
  51.    Move_DescribeInSAN (currentmove, &the_board.moves[the_board.move_count - 2]);
  52.    Move_DescribeInFEN (currentmove);
  53.  
  54.    // forget the hovered and selected positions
  55.    Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
  56.  
  57.    // pawn promotions are a special case. When the dialog is displayed, the move has ALREADY been done. So we must
  58.    // not warn the OPPOSITE player of the current move, but the CURRENT player of the current move.
  59.    opposite_player = Player_GetCurrent ();
  60.    opposite_player->should_wakeup = true; // tell the opposite player to wake up
  61.  
  62.    the_board.reevaluate = true; // evaluate the new board
  63.    the_scene.update = true; // and redraw the scene
  64.  
  65.    return; // finished, pawn has been promoted to the desired part type
  66. }
  67.  
  68.  
  69. static void StartThread_ThisDialog (void *thread_parms)
  70. {
  71.    // this function runs in a separate thread, for that's the only way (seemingly)
  72.    // to implement a non-modal message box using the Common Controls library.
  73.  
  74.    // display the dialog box
  75.    promotion_type = DialogBox (hAppInstance, MAKEINTRESOURCE (THIS_DIALOG), hMainWnd, DialogProc_ThisDialog);
  76.    if (promotion_type > 0)
  77.       is_dialogbox_pawnpromotion_validated = true;
  78.    is_dialogbox_displayed = false;
  79.  
  80.    the_board.reevaluate = true; // refresh the GUI buttons if needed
  81.    return; // _endthread() implied
  82. }
  83.  
  84.  
  85. static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam)
  86. {
  87.    // message handler for the dialog box
  88.  
  89.    unsigned short wParam_hiword;
  90.    unsigned short wParam_loword;
  91.  
  92.    // filter out the commonly used message values
  93.    wParam_hiword = HIWORD (wParam);
  94.    wParam_loword = LOWORD (wParam);
  95.  
  96.    // have we just fired up this window ?
  97.    if (message == WM_INITDIALOG)
  98.    {
  99.       // center the window
  100.       CenterWindow (hWnd, hMainWnd);
  101.  
  102.       // set dialog icons (small one for title bar & big one for task manager)
  103.       SendMessage (hWnd, WM_SETICON, ICON_SMALL, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
  104.       SendMessage (hWnd, WM_SETICON, ICON_BIG, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
  105.  
  106.       // set window title and control texts
  107.       SetWindowText (hWnd, LOCALIZE (L"PawnPromotion_Title"));
  108.       Static_SetText (GetDlgItem (hWnd, STATICTEXT_PAWNPROMOTION_QUESTION), LOCALIZE (L"PawnPromotion_Question"));
  109.       Static_SetText (GetDlgItem (hWnd, STATICTEXT_PAWNPROMOTION_STATUSBAR), LOCALIZE (L"PawnPromotion_StatusBar"));
  110.  
  111.       // convert the bitmaps to clickable things
  112.       ConvertStaticToHyperlink (GetDlgItem (hWnd, BUTTON_ROOK));
  113.       ConvertStaticToHyperlink (GetDlgItem (hWnd, BUTTON_KNIGHT));
  114.       ConvertStaticToHyperlink (GetDlgItem (hWnd, BUTTON_BISHOP));
  115.       ConvertStaticToHyperlink (GetDlgItem (hWnd, BUTTON_QUEEN));
  116.  
  117.       // convert the status bar message to a hyperlink
  118.       ConvertStaticToHyperlink (GetDlgItem (hWnd, STATICTEXT_PAWNPROMOTION_STATUSBAR));
  119.    }
  120.  
  121.    // else did we take action on one of the controls ?
  122.    else if (message == WM_COMMAND)
  123.    {
  124.       // was it the "rook" button ?
  125.       if (wParam_loword == BUTTON_ROOK)
  126.          EndDialog (hWnd, PART_ROOK); // close the dialog box and return a "promote to rook" value
  127.  
  128.       // else was it the "knight" button ?
  129.       else if (wParam_loword == BUTTON_KNIGHT)
  130.          EndDialog (hWnd, PART_KNIGHT); // close the dialog box and return a "promote to knight" value
  131.  
  132.       // else was it the "bishop" button ?
  133.       else if (wParam_loword == BUTTON_BISHOP)
  134.          EndDialog (hWnd, PART_BISHOP); // close the dialog box and return a "promote to bishop" value
  135.  
  136.       // else was it the "queen" button ?
  137.       else if (wParam_loword == BUTTON_QUEEN)
  138.          EndDialog (hWnd, PART_QUEEN); // close the dialog box and return a "promote to queen" value
  139.  
  140.       // else was it the status bar hyperlink ?
  141.       else if (wParam_loword == STATICTEXT_PAWNPROMOTION_STATUSBAR)
  142.          ShellExecute (NULL, L"open", PROGRAM_URL, NULL, NULL, SW_MAXIMIZE); // open the donation page in the default browser, maximized
  143.    }
  144.  
  145.    // call the default dialog message processing function to keep things going
  146.    return (false);
  147. }
  148.