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# ::game::ConfirmDiscard
#
# Prompts the user if they want to discard the changes to the
# current game. Returns 1 if they selected yes, 0 otherwise.
#
proc ::game::ConfirmDiscard {} {
if {$::trialMode} { return 1 }
if {[sc_base isReadOnly]} { return 1 }
if {! [sc_game altered]} { return 1 }
set answer [ tk_dialog .cgDialog "Scid: [tr GameNew]" \
$::tr(ClearGameDialog) "" 0 $::tr(Yes) $::tr(No) ]
if {$answer == 1} { return 0 }
return 1
}
# ::game::ConfirmDiscard2
# Clearer buttons than ConfirmDiscard
# Prompts the user if they want to discard the changes to the
# current game. Returns :
# 0 -> saves then continue
# 1 -> discard changes and continue
# 2 -> cancel action
#
proc ::game::ConfirmDiscard2 {} {
if {$::trialMode} { return 1 }
if {[sc_base isReadOnly]} { return 1 }
if {! [sc_game altered]} { return 1 }
# set answer [ tk_dialog .cgDialog "Scid: [tr GameNew]" $::tr(ClearGameDialog) "" 2 \
# $::tr(SaveAndContinue) $::tr(DiscardChangesAndContinue) $::tr(GoBack) ]
set w .confirmDiscard
toplevel $w
wm title $w "Scid: [tr GameNew]"
set ::game::answer 2
frame $w.top
frame $w.bottom
label $w.top.txt -text $::tr(ClearGameDialog)
pack $w.top.txt -expand 1 -fill both
button $w.bottom.b1 -text $::tr(SaveAndContinue) -command {destroy .confirmDiscard ; set ::game::answer 0}
button $w.bottom.b2 -text $::tr(DiscardChangesAndContinue) -command {destroy .confirmDiscard ; set ::game::answer 1}
button $w.bottom.b3 -text $::tr(GoBack) -command {destroy .confirmDiscard ; set ::game::answer 2}
pack $w.bottom.b1 $w.bottom.b2 $w.bottom.b3 -side left -expand 1 -fill both
pack $w.top $w.bottom -expand 1 -fill both
bind $w <Destroy> {set ::game::answer 2}
# ceinture et bretelle pour le grab !
update
catch { grab $w }
focus $w.bottom.b3
vwait ::game::answer
return $::game::answer
}
# ::game::Clear
#
# Clears the active game, checking first if it is altered.
# Updates any affected windows.
#
proc ::game::Clear {} {
set confirm [::game::ConfirmDiscard2]
if {$confirm == 2} { return }
if {$confirm == 0} {
sc_game save [sc_game number]
# ::gameReplace
}
setTrialMode 0
sc_game new
updateBoard -pgn
updateTitle
updateMenuStates
}
# ::game::Strip
#
# Strips all comments or variations from a game
#
proc ::game::Strip {type} {
sc_game undoPoint
if {[catch {sc_game strip $type} result]} {
tk_messageBox -parent . -type ok -icon info -title "Scid" -message $result
return
}
updateBoard -pgn
updateTitle
}
# ::game::TruncateBegin
#
proc ::game::TruncateBegin {} {
sc_game undoPoint
if {[catch {sc_game truncate -start} result]} {
tk_messageBox -parent . -type ok -icon info -title "Scid" -message $result
return
}
updateBoard -pgn
updateTitle
}
# ::game::Truncate
#
proc ::game::Truncate {} {
sc_game undoPoint
if {[catch {sc_game truncate} result]} {
tk_messageBox -parent . -type ok -icon info -title "Scid" -message $result
return
}
updateBoard -pgn
updateTitle
}
# game::LoadNextPrev
#
# Loads the next or previous filtered game in the database.
# The parameter <action> should be "previous" or "next".
#
proc ::game::LoadNextPrev {action} {
global pgnWin statusBar
if {![sc_base inUse]} {
set statusBar " There is no $action game: this is an empty database."
return
}
set number [sc_filter $action]
if {$number == 0} {
set statusBar " There is no $action game in the current filter."
return
}
::game::Load $number
}
# ::game::Reload
#
# Reloads the current game.
#
proc ::game::Reload {} {
if {![sc_base inUse]} { return }
if {[sc_game number] < 1} { return }
::game::Load [sc_game number]
}
# ::game::LoadRandom
#
# Loads a random game from the database.
#
proc ::game::LoadRandom {} {
set ngames [sc_filter size]
if {$ngames == 0} { return }
set r [expr {(int (rand() * $ngames)) + 1} ]
set gnumber [sc_filter index $r]
::game::Load $gnumber
}
# ::game::LoadNumber
#
# Prompts for the number of the game to load.
#
set ::game::entryLoadNumber ""
trace variable ::game::entryLoadNumber w {::utils::validate::Regexp {^[0-9]*$}}
proc ::game::LoadNumber {} {
set ::game::entryLoadNumber ""
if {![sc_base inUse]} { return }
set confirm [::game::ConfirmDiscard2]
if {$confirm == 2} { return }
if {$confirm == 0} {
# ::gameReplace
sc_game save [sc_game number]
}
if {[sc_base numGames] < 1} { return }
set w [toplevel .glnumDialog]
wm title $w "Scid: [tr GameNumber]"
grab $w
label $w.label -text $::tr(LoadGameNumber)
pack $w.label -side top -pady 5 -padx 5
entry $w.entry -background white -width 10 -textvariable ::game::entryLoadNumber
bind $w.entry <Escape> { .glnumDialog.buttons.cancel invoke }
bind $w.entry <Return> { .glnumDialog.buttons.load invoke }
pack $w.entry -side top -pady 5
set b [frame $w.buttons]
pack $b -side top -fill x
dialogbutton $b.load -text "OK" -command {
grab release .glnumDialog
if {[catch {sc_game load $::game::entryLoadNumber} result]} {
tk_messageBox -type ok -icon info -title "Scid" -message $result
}
focus .
destroy .glnumDialog
flipBoardForPlayerNames $::myPlayerNames
updateBoard -pgn
::windows::gamelist::Refresh
updateTitle
}
dialogbutton $b.cancel -text $::tr(Cancel) -command {
focus .
grab release .glnumDialog
destroy .glnumDialog
focus .
}
packbuttons right $b.cancel $b.load
set x [ expr {[winfo width .] / 4 + [winfo rootx .] }]
set y [ expr {[winfo height .] / 4 + [winfo rooty .] }]
wm geometry $w "+$x+$y"
focus $w.entry
}
# History of viewed games
set hgame_i 0
proc ::game::HistoryRemoveDB {db} {
set i 0
while {[info exist ::hgame_game($i)]} {
if {$::hgame_db($i) == $db} {
set a $i; set b [expr $i +1]
while {[info exist ::hgame_game($b)]} {
set ::hgame_db($a) $::hgame_db($b)
set ::hgame_game($a) $::hgame_game($b)
set ::hgame_ply($a) $::hgame_ply($b)
incr a; incr b
}
unset ::hgame_game($a)
if {$i < $::hgame_i} { incr ::hgame_i -1 }
} else {
incr i
}
}
}
proc ::game::HistoryDatabaseSwitch {} {
::game::HistorySavePos_
::game::HistoryAdd_
}
proc ::game::Hprev_btnstate {} {
if {$::hgame_i > 0} { return "normal" }
return "disabled"
}
proc ::game::Hnext_btnstate {} {
set i [expr "$::hgame_i + 1"]
if {[info exist ::hgame_game($i)]} {return "normal"}
return "disabled"
}
proc ::game::HistorySavePos_ {} {
if {[info exist ::hgame_game($::hgame_i)]} {
set cur_db [sc_base current]
if {$cur_db != $::hgame_db($::hgame_i)} {
sc_base switch $::hgame_db($::hgame_i)
set ::hgame_ply($::hgame_i) [sc_pos location]
sc_base switch $cur_db
} else {
set ::hgame_ply($::hgame_i) [sc_pos location]
}
}
}
proc ::game::HistoryAdd_ {} {
if {[info exist ::hgame_game($::hgame_i)]} {
if {$::hgame_db($::hgame_i) == [sc_base current] && \
$::hgame_game($::hgame_i) == [sc_game number]} {
return
} else {
incr ::hgame_i
}
}
set i $::hgame_i
while {[info exist ::hgame_game($i)]} {
unset ::hgame_game($i)
incr i
}
set ::hgame_db($::hgame_i) [sc_base current]
set ::hgame_game($::hgame_i) [sc_game number]
set ::hgame_ply($::hgame_i) [sc_pos location]
}
# ::game::Load
#
# Loads a specified game from the active database.
#
proc ::game::Load { selection {ply ""} } {
::game::HistorySavePos_
if {[::game::Load_ $selection $ply]} {
::game::HistoryAdd_
::notify::GameChanged
}
}
proc ::game::LoadHistory {dir} {
set check [expr $::hgame_i + $dir]
if {$check < 0 || ![info exist ::hgame_game($check)]} {return}
::game::HistorySavePos_
incr ::hgame_i $dir
sc_base switch $::hgame_db($::hgame_i)
#If the game is still in memory avoid the ::game::ConfirmDiscard2 call
if {$::hgame_game($::hgame_i) != [sc_game number]} {
::game::Load_ $::hgame_game($::hgame_i) $::hgame_ply($::hgame_i)
}
::notify::GameChanged
}
proc ::game::Load_ { selection {ply ""} } {
# If an invalid game number, just return:
if {$selection < 1} { return 0}
if {$selection > [sc_base numGames]} { return 0}
set confirm [::game::ConfirmDiscard2]
if {$confirm == 2} { return 0}
if {$confirm == 0} {
sc_game save [sc_game number]
# ::gameReplace
}
setTrialMode 0
sc_game load $selection
if {$ply != ""} { sc_move ply $ply }
return 1
}
# ::game::LoadMenu
#
# Produces a popup dialog for loading a game or other actions
# such as merging it into the current game.
#
proc ::game::LoadMenu {w base gnum x y} {
set m $w.gLoadMenu
if {! [winfo exists $m]} {
menu $m
$m add command -label $::tr(BrowseGame)
$m add command -label $::tr(LoadGame)
$m add command -label $::tr(MergeGame)
}
$m entryconfigure 0 -command "::gbrowser::new $base $gnum"
$m entryconfigure 1 -command "sc_base switch $base; ::game::Load $gnum"
$m entryconfigure 2 -command "mergeGame $base $gnum"
event generate $w <ButtonRelease-1>
$m post $x $y
event generate $m <ButtonPress-1>
}
# ::game::moveEntryNumber
#
# Entry variable for GotoMoveNumber dialog.
#
set ::game::moveEntryNumber ""
trace variable ::game::moveEntryNumber w {::utils::validate::Regexp {^[0-9]*$}}
# ::game::GotoMoveNumber
#
# Prompts for the move number to go to in the current game.
#
proc ::game::GotoMoveNumber {} {
set ::game::moveEntryNumber ""
set w [toplevel .mnumDialog]
wm title $w "Scid: [tr GameGotoMove]"
grab $w
label $w.label -text $::tr(GotoMoveNumber)
pack $w.label -side top -pady 5 -padx 5
entry $w.entry -background white -width 10 -textvariable ::game::moveEntryNumber
bind $w.entry <Escape> { .mnumDialog.buttons.cancel invoke }
bind $w.entry <Return> { .mnumDialog.buttons.load invoke }
pack $w.entry -side top -pady 5
set b [frame $w.buttons]
pack $b -side top -fill x
dialogbutton $b.load -text "OK" -command {
grab release .mnumDialog
if {$::game::moveEntryNumber > 0} {
catch {sc_move ply [expr {($::game::moveEntryNumber - 1) * 2}]}
}
focus .
destroy .mnumDialog
updateBoard -pgn
}
dialogbutton $b.cancel -text $::tr(Cancel) -command {
focus .
grab release .mnumDialog
destroy .mnumDialog
focus .
}
packbuttons right $b.cancel $b.load
set x [ expr {[winfo width .] / 4 + [winfo rootx .] } ]
set y [ expr {[winfo height .] / 4 + [winfo rooty .] } ]
wm geometry $w "+$x+$y"
focus $w.entry
}
################################################################################
# merge game gnum in base srcBase in current game in base destBase
# then switch to destbase
# If game number is not provided, take current glNumber
################################################################################
proc ::game::mergeInBase { srcBase destBase { gnum -1 }} {
if {$gnum == -1} {
set gnum $::glNumber
}
::file::SwitchToBase $destBase
mergeGame $srcBase $gnum
}
# FBF: 2012/03/08
# Grouping intercommunication between windows
# When complete this should be moved to a new notify.tcl file
namespace eval ::notify {
proc GameChanged {} {
flipBoardForPlayerNames $::myPlayerNames
updateBoard -pgn
::windows::gamelist::Refresh
updateTitle
}
proc PosChanged {} {
if {![sc_base inUse] || $::trialMode || [sc_base isReadOnly]} {
.main.tb.save configure -state disabled
} else {
.main.tb.save configure -state normal
}
if {$::showGameInfo} { updateGameInfo }
updateAnalysis 1
updateAnalysis 2
updateEpdWins
::commenteditor::Refresh
::tb::results
updateMenuStates
moveEntry_Clear
updateStatusBar
if {[winfo exists .twinchecker]} { updateTwinChecker }
::pgn::Refresh
if {[winfo exists .bookWin]} { ::book::refresh }
if {[winfo exists .bookTuningWin]} { ::book::refreshTuning }
updateNoveltyWin
::tree::refresh
}
}
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