// 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;
player_t *opposite_player;
// 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, &the_board.moves[the_board.move_count - 2]);
Move_DescribeInFEN (currentmove);
// forget the hovered and selected positions
Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1);
// pawn promotions are a special case. When the dialog is displayed, the move has ALREADY been done. So we must
// not warn the OPPOSITE player of the current move, but the CURRENT player of the current move.
opposite_player = Player_GetCurrent ();
opposite_player->should_wakeup = true; // tell the opposite player to wake up
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);
}