338 lines
8.9 KiB
C
338 lines
8.9 KiB
C
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/* This file contains code for X-CHESS.
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Copyright (C) 1986 Free Software Foundation, Inc.
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This file is part of X-CHESS.
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X-CHESS is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY. No author or distributor
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accepts responsibility to anyone for the consequences of using it
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or for whether it serves any particular purpose or works at all,
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unless he says so in writing. Refer to the X-CHESS General Public
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License for full details.
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Everyone is granted permission to copy, modify and redistribute
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X-CHESS, but only under the conditions described in the
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X-CHESS General Public License. A copy of this license is
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supposed to have been given to you along with X-CHESS so you
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can know your rights and responsibilities. It should be in a
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file named COPYING. Among other things, the copyright notice
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and this notice must be preserved on all copies. */
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/* RCS Info: $Revision: 1.1.1.1 $ on $Date: 1993/03/21 09:45:37 $
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* $Source: /cvsroot/src/gnu/games/chess/Xchess/Attic/button.c,v $
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* Copyright (c) 1986 Wayne A. Christopher, U. C. Berkeley CAD Group
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* Permission is granted to do anything with this code except sell it
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* or remove this message.
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*
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* Do stuff with the buttons.
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* The configuration we're using is: Draw Back Pause
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* Resign Fwd Flip
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* Reset Save Easy (Switch)
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*/
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#include "xchess.h"
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typedef enum choice { NOCHOICE, DRAW, RESIGN, REPLAY, SWITCH, FORE, SAVE,
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STOP, FLIP, RESTART, EASY } choice;
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static struct but {
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char *label;
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int x, y;
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int width, height;
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choice which;
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} buts[] = {
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{ "Draw", 0, 20, 108, 29, DRAW } ,
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{ "Back", 109, 20, 108, 29, REPLAY } ,
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{ "Pause", 219, 20, 108, 29, STOP } ,
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{ "Resign", 0, 50, 108, 29, RESIGN } ,
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{ "Fwd", 109, 50, 108, 29, FORE } ,
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{ "Flip", 219, 50, 108, 29, FLIP } ,
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{ "Reset", 0, 80, 108, 29, RESTART } ,
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{ "Save", 109, 80, 108, 29, SAVE } ,
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#define EASY_OFFSET 8
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{ "Switch", 219, 80, 108, 29, SWITCH }
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/* { "NoEasy", 219, 80, 108, 29, EASY }*/
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} ;
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static int easy = 1;
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void
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button_draw(win)
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windata *win;
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{
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int i, x, numbuts = sizeof (buts) / sizeof (struct but);
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XSetState(win->display, DefaultGC(win->display, 0),
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win->border.pixel, WhitePixel(win->display, 0),
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GXcopy, AllPlanes);
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XSetLineAttributes(win->display, DefaultGC(win->display, 0),
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BORDER_WIDTH, LineSolid, CapButt,
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JoinMiter);
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XDrawLine(win->display, win->buttonwin,
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DefaultGC(win->display, 0),
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0, 29, BUTTON_WIDTH, 29);
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XDrawLine(win->display, win->buttonwin,
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DefaultGC(win->display, 0),
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0, 60, BUTTON_WIDTH, 60);
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XDrawLine(win->display, win->buttonwin,
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DefaultGC(win->display, 0),
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108, 0, 108, BUTTON_HEIGHT);
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XDrawLine(win->display, win->buttonwin,
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DefaultGC(win->display, 0),
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219, 0, 219, BUTTON_HEIGHT);
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XSetFont(win->display, DefaultGC(win->display, 0), win->large->fid);
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XSetForeground(win->display, DefaultGC(win->display, 0),
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win->textcolor.pixel);
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XSetBackground(win->display, DefaultGC(win->display, 0),
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win->textback.pixel);
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for (i = 0; i < numbuts; i++) {
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x = (buts[i].width -
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XTextWidth(win->large, buts[i].label,
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strlen(buts[i].label))) / 2;
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XDrawImageString(win->display, win->buttonwin,
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DefaultGC(win->display, 0),
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buts[i].x + x, buts[i].y, buts[i].label,
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strlen(buts[i].label));
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}
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return;
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}
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void
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button_service(win, event)
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windata *win;
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XEvent *event;
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{
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XKeyEvent *ev = &event->xkey;
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choice c;
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int i, numbuts = sizeof (buts) / sizeof (struct but);
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char *s;
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ev->y += 15;
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for (i = 0; i < numbuts; i++)
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if ((ev->x >= buts[i].x) && (ev->x <= buts[i].x +
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buts[i].width) && (ev->y >= buts[i].y) &&
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(ev->y <= buts[i].y + buts[i].height)) {
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c = buts[i].which;
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break;
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}
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if ((i == numbuts) || (c == NOCHOICE)) {
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message_add(win, "Bad choice.\n", true);
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return;
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}
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if (loading_flag && (c != STOP)) {
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message_add(win, "You can only use PAUSE now\n", true);
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return;
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}
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switch (c) {
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case DRAW:
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if (!oneboard) {
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message_add(win, "Just a sec...\n", false);
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if (!pop_question(((win == win1) ? win2 : win1),
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"The other player wants\nto call the game a draw.\nDo you agree?\n")) {
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message_add(win,
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"The other player declines the draw\n", false);
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return;
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}
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}
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message_add(win1, "Draw agreed.\n", false);
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if (!oneboard)
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message_add(win2, "Draw agreed.\n", false);
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cleanup("Draw agreed.");
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break;
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case RESIGN:
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if (!pop_question(win, "Are you sure\nyou want to resign?"))
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return;
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if ((oneboard && !progflag) || (nexttomove == win->color)) {
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if (nexttomove == WHITE)
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s = "White resigns.";
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else
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s = "Black resigns.";
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if (oneboard) {
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message_add(win, s, false);
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message_add(win, "\n", false);
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} else {
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message_add(win1, s, false);
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message_add(win, "\n", false);
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message_add(win2, s, false);
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message_add(win, "\n", false);
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}
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sleep(5);
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cleanup(s);
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} else {
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message_add(win, "It's not your turn.\n", true);
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}
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break;
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case REPLAY:
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if (!oneboard) {
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message_add(win, "Just a sec...\n", false);
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if (!pop_question(((win == win1) ? win2 : win1),
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"The other player wants\nto take back his last move.\nDo you let him?\n")) {
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message_add(win,
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"The other player refuses...\n", false);
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return;
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}
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}
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if (!moves) {
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message_add(win, "Can't back up...\n", true);
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break;
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}
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message_add(win1, "Replaying...\n", false);
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if (!oneboard)
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message_add(win2, "Replaying...\n", false);
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replay();
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if (progflag)
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replay();
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break;
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case FORE:
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if (!oneboard) {
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message_add(win, "Just a sec...\n", false);
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if (!pop_question(((win == win1) ? win2 : win1),
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"The other player wants\nto do a 'fore'.\nIs that ok with you?\n")) {
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message_add(win,
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"The other player refuses...\n", false);
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return;
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}
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}
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if (!foremoves) {
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message_add(win, "Can't go forward...\n", true);
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break;
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}
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message_add(win1, "Moving forward...\n", false);
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if (!oneboard)
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message_add(win2, "Moving forward...\n", false);
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forward();
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break;
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case SWITCH:
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message_add(win, "You can't switch yet.\n", false);
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break;
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case SAVE:
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if (saveflag) {
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message_add(win,
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"Game is already being logged in file '", true);
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message_add(win, record_file, true);
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message_add(win, "'.\n", true);
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} else {
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message_add(win, "Saving game to file '", false);
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message_add(win, record_file, false);
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message_add(win, "'.\n", false);
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record_save();
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}
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break;
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case STOP:
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if (loading_flag) {
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loading_paused = (loading_paused ? false : true);
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message_add(win, loading_paused ?
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"Stopped.\nHit 'Pause' again to restart.\n" :
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"Restarted.\n", false);
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} else if (clock_started) {
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if (!oneboard) {
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message_add(win, "Just a sec...\n", false);
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if (!pop_question(((win == win1) ? win2 : win1),
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"The other player wants\nto stop the clock.\nDo you let him?\n")) {
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message_add(win,
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"The other player refuses to pause.\n",
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false);
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return;
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}
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}
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message_add(win1,
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"Clock stopped.\nHit 'Pause' again to restart.\n",
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false);
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if (!oneboard)
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message_add(win2,
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"Clock stopped.\nHit 'Pause' again to restart.\n",
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false);
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clock_started = false;
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} else {
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if (!oneboard) {
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message_add(win, "Just a sec...\n", false);
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if (!pop_question(((win == win1) ? win2 : win1),
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"The other player wants\nto start the clock again.\nIs that ok?\n")) {
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message_add(win,
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"The other player refuses to resume.\n",
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false);
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return;
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}
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}
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message_add(win1, "Clock restarted.\n", false);
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if (!oneboard)
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message_add(win2, "Clock restarted.\n", false);
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clock_started = true;
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}
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break;
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case FLIP:
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message_add(win, "Flipping window...\n", false);
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win->flipped = win->flipped ? false : true;
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win_redraw(win, (XEvent *) NULL);
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break;
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case RESTART:
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if (!oneboard) {
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message_add(win, "Just a sec...\n", false);
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if (!pop_question(((win == win1) ? win2 : win1),
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"The other player wants\nto restart the game.\nDo you agree?\n")) {
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message_add(win,
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"The other player refuses to reset\n", false);
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return;
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}
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}
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message_add(win, "Restarting game.\n", false);
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restart();
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break;
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case EASY:
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if (oneboard) {
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int x;
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if (easy)
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easy = 0;
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else
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easy = 1;
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if (easy)
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buts[EASY_OFFSET].label = " Easy ";
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else
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buts[EASY_OFFSET].label = "NoEasy";
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program_easy(easy);
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x = (buts[EASY_OFFSET].width -
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XTextWidth(win->large,
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buts[EASY_OFFSET].label,
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strlen(buts[EASY_OFFSET].label))) / 2;
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XSetFont(win->display, DefaultGC(win->display,
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0), win->large->fid);
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XSetForeground(win->display,
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DefaultGC(win->display, 0),
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win->textcolor.pixel);
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XSetBackground(win->display,
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DefaultGC(win->display, 0),
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win->textback.pixel);
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XDrawImageString(win->display,
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win->buttonwin,
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DefaultGC(win->display, 0),
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buts[EASY_OFFSET].x + x,
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buts[EASY_OFFSET].y,
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buts[EASY_OFFSET].label,
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strlen(buts[EASY_OFFSET].label));
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}
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break;
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}
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return;
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}
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