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MouseEvent.cpp
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MouseEvent.cpp
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#include "stdafx.h"
#include "GGchess.h"
#include <sys/stat.h>
#include <commdlg.h>
#include <dlgs.h>
#include <commctrl.h>
#include "chess.h"
#include "data.h"
#include "pregen.h"
void //鼠标动作程序
MouseEvent(dispboard_t* pDis,HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam){
int x, y;
POINT pt;
//static int recursive = 0;
HMENU hmenu;
BOOLEAN saveAnimate;
//static BOOLEAN sameAgain = FALSE;
pDis->sameAgain = FALSE;
pDis->recursive = 0;
if (pDis->recursive) { //递归的
if (message == WM_MBUTTONUP) {
/* Hideous kludge to fool TrackPopupMenu into paying attention
to the middle button: we simulate pressing the left button too!
*/
PostMessage(hwnd, WM_LBUTTONDOWN, wParam, lParam);
PostMessage(hwnd, WM_LBUTTONUP, wParam, lParam);
}
return;
}
pDis->recursive++;
pt.x = LOWORD(lParam);
pt.y = HIWORD(lParam);
x = EventToSquare_X(pt.x - pDis->boardRect.left, pDis);
y = EventToSquare_Y(pt.y - pDis->boardRect.top, pDis);
if (!pDis->flipView && y >= 0) {
y = 9 - y;
//x = BOARD_SIZE_X - 1 - x;
}
if (pDis->flipView && x >= 0) {
x = 8 - x;
//y = 9 - y ;
}
switch (message) {
case WM_LBUTTONDOWN: //是左键按下
//ErrorPopDown(); //如果有错误信息对话框,则显示并关闭
pDis->sameAgain = FALSE;
if (y == -2) {
//判断是不是按下了时间
/* Downclick vertically off board; check if on clock */
//if (PtInRect((LPRECT) &whiteRect, pt)) {
// if (gameMode == EditPosition) {
// SetWhiteToPlayEvent();
// } else if (gameMode == IcsPlayingBlack ||
// gameMode == MachinePlaysWhite) {
// CallFlagEvent();
// }
//} else if (PtInRect((LPRECT) &blackRect, pt)) {
// if (gameMode == EditPosition) {
// SetBlackToPlayEvent();
// } else if (gameMode == IcsPlayingWhite ||
// gameMode == MachinePlaysBlack) {
// CallFlagEvent();
// }
//}
if (!appData.highlightLastMove) { //如果不显示
ClearHighlights(pDis);
DrawPosition(pDis,false, NULL);
}
pDis->fromX = pDis->fromY = -1;
pDis->dragInfo.start.x = pDis->dragInfo.start.y = -1;
pDis->dragInfo.from = pDis->dragInfo.start;
break;
}
else if (x < 0 || y < 0) {
break;
}
else if (pDis->fromX == x && pDis->fromY == y) { //按下了相同的棋格
/* Downclick on same square again */
ClearHighlights(pDis);
DrawPosition(pDis,false, NULL);
pDis->sameAgain = TRUE;
}
else if (pDis->fromX != -1) {// 按下了不同的棋格
/* Downclick on different square */
//sq_t pdown = DIS.boards[DIS.currentMove][FRto90(DIS.fromX,DIS.fromY)]; //上次放的棋子
//sq_t pup = DIS.boards[DIS.currentMove][FRto90(x,y)]; //这次拿的棋子
int pdown = pDis->pos->b256[XYtoS(pDis->fromX+3,pDis->fromY+3)];
int pup = pDis->pos->b256[XYtoS(x+3,y+3)];
if(pDis->gameMode == EditPosition ||
!( (IsBlack(pdown) && IsBlack(pup)) || (IsWhite(pdown) && IsWhite(pup)))){
//编辑局面,空棋格,不同的棋格,可移动哇
pDis->toX = x;
pDis->toY = y;
if(appData.animate || appData.highlightLastMove){
SetHighlights(pDis,pDis->fromX, pDis->fromY, pDis->toX, pDis->toY);
}
else{
ClearHighlights(pDis);
}
UserMoveEvent(pDis,pDis->fromX, pDis->fromY, pDis->toX, pDis->toY, NULLCHAR);
if(appData.animate && !appData.highlightLastMove){
ClearHighlights(pDis);
DrawPosition(pDis,false,NULL);
}
if(pDis->gotPremove){
SetPremoveHighlights(pDis,pDis->fromX,pDis->fromY,pDis->toX,pDis->toY);
}
pDis->fromX = pDis->fromY = -1;
break;
}//if(gameMode == EditPosition ||
ClearHighlights(pDis);
DrawPosition(pDis,false, NULL);
}//else if (fromX != -1)
/* First downclick, or restart on a square with same color piece */
if (!appData.Afrozen && OKToStartUserMove(pDis,x, y)) {
pDis->fromX = x;
pDis->fromY = y;
pDis->dragInfo.lastpos = pt;
pDis->dragInfo.from.x = pDis->fromX;
pDis->dragInfo.from.y = pDis->fromY;
pDis->dragInfo.start = pDis->dragInfo.from;
SetCapture(pDis->hwndThis);
}
else {
pDis->fromX = pDis->fromY = -1;
pDis->dragInfo.start.x = pDis->dragInfo.start.y = -1;
pDis->dragInfo.from = pDis->dragInfo.start;
}
break;
case WM_LBUTTONUP: //左键放开
ReleaseCapture();
if (pDis->fromX == -1){
break;
}
if (x == pDis->fromX && y == pDis->fromY) { //按下了相同的棋格位置
pDis->dragInfo.from.x = pDis->dragInfo.from.y = -1;
/* Upclick on same square */
if (pDis->sameAgain) {
/* Clicked same square twice: abort click-click move */
pDis->fromX = pDis->fromY = -1;
pDis->gotPremove = 0;
ClearPremoveHighlights(pDis);
}
else {
/* First square clicked: start click-click move */
SetHighlights(pDis,pDis->fromX, pDis->fromY, -1, -1);
}
DrawPosition(pDis,false, NULL);
}
else if (pDis->dragInfo.from.x < 0 || pDis->dragInfo.from.y < 0) {
/* Errant click; ignore */
break;
}
else {
/* Finish drag move */
pDis->dragInfo.from.x = pDis->dragInfo.from.y = -1;
pDis->toX = x;
pDis->toY = y;
saveAnimate = appData.animate; /* sorry, Hawk :) */
appData.animate = appData.animate && !appData.animateDragging;
//用户走了一步棋哇
UserMoveEvent(pDis,pDis->fromX, pDis->fromY, pDis->toX, pDis->toY, NULLCHAR);
if (pDis->gotPremove){
SetPremoveHighlights(pDis,pDis->fromX, pDis->fromY, pDis->toX, pDis->toY);
}
appData.animate = saveAnimate;
pDis->fromX = pDis->fromY = -1;
if (appData.highlightDragging && !appData.highlightLastMove) {
ClearHighlights(pDis);
}
if (appData.animate || appData.animateDragging ||
appData.highlightDragging || pDis->gotPremove) {
DrawPosition(pDis,false, NULL);
}
}
pDis->dragInfo.start.x = pDis->dragInfo.start.y = -1;
pDis->dragInfo.pos = pDis->dragInfo.lastpos = pDis->dragInfo.start;
break;
case WM_MOUSEMOVE: //鼠标移动时
if ((appData.animateDragging || appData.highlightDragging)
&& (wParam & MK_LBUTTON) && pDis->dragInfo.from.x >= 0) {
if (appData.animateDragging) {
pDis->dragInfo.pos = pt;
}
if (appData.highlightDragging) {
SetHighlights(pDis,pDis->fromX, pDis->fromY, x, y);
}
DrawPosition(pDis,false, NULL);
pDis->dragInfo.lastpos = pDis->dragInfo.pos;
}
break;
case WM_MBUTTONDOWN:
case WM_RBUTTONDOWN:
//ErrorPopDown();
ReleaseCapture();
pDis->fromX = pDis->fromY = -1;
pDis->dragInfo.pos.x = pDis->dragInfo.pos.y = -1;
pDis->dragInfo.start.x = pDis->dragInfo.start.y = -1;
pDis->dragInfo.from = pDis->dragInfo.start;
pDis->dragInfo.lastpos = pDis->dragInfo.pos;
if (appData.highlightDragging) {
ClearHighlights(pDis);
}
DrawPosition(pDis,true, NULL);
switch (pDis->gameMode) {
case EditPosition:
case IcsExamining:
if (x < 0 || y < 0) break;
pDis->fromX = x;
pDis->fromY = y;
if (message == WM_MBUTTONDOWN) {
appData.buttonCount = 3; /* even if system didn't think so */
if (wParam & MK_SHIFT)
MenuPopup(hwnd, pt, LoadMenu(hInst, _T("BlackPieceMenu")), -1);
else
MenuPopup(hwnd, pt, LoadMenu(hInst, _T("WhitePieceMenu")), -1);
} else { /* message == WM_RBUTTONDOWN */
#if 0
if (buttonCount == 3) {
if (wParam & MK_SHIFT)
MenuPopup(hwnd, pt, LoadMenu(hInst, "WhitePieceMenu"), -1);
else
MenuPopup(hwnd, pt, LoadMenu(hInst, "BlackPieceMenu"), -1);
} else {
MenuPopup(hwnd, pt, LoadMenu(hInst, "PieceMenu"), -1);
}
#else
/* Just have one menu, on the right button. Windows users don't
think to try the middle one, and sometimes other software steals
it, or it doesn't really exist. */
MenuPopup(hwnd, pt, LoadMenu(hInst, _T("PieceMenu")), -1);
#endif
}
break;
case IcsPlayingWhite:
case IcsPlayingBlack:
case EditGame:
case MachinePlaysWhite:
case MachinePlaysBlack:
case BeginningOfGame:
//if (appData.testLegality &&
// DIS.pgn.variant != VariantBughouse &&
// DIS.pgn.variant != VariantCrazyhouse) break;
if (x < 0 || y < 0) break;
pDis->fromX = x;
pDis->fromY = y;
//hmenu = LoadMenu(hInst, _T("DropPieceMenu"));
//SetupDropMenu(hmenu);
//MenuPopup(hwnd, pt, hmenu, -1);
{
POINT pt;
hmenu = LoadMenu(hInst, MAKEINTRESOURCE(IDR_MENU_MAIN));
//SendMessage(hWnd, EM_EXGETSEL, 0, (LPARAM)&sel);
//if (sel.cpMin == sel.cpMax) {
// EnableMenuItem(hmenu, IDM_Copy, MF_BYCOMMAND | MF_GRAYED);
// EnableMenuItem(hmenu, IDM_QuickPaste, MF_BYCOMMAND | MF_GRAYED);
//}
//if (!IsClipboardFormatAvailable(CF_TEXT)) {
// EnableMenuItem(hmenu, IDM_Paste, MF_BYCOMMAND | MF_GRAYED);
//}
pt.x = LOWORD(lParam);
pt.y = HIWORD(lParam);
MenuPopup(hwnd, pt, hmenu, -1);
}
break;
default:
break;
}
break;
}
pDis->recursive--;
}