/* File: MBCBoardView.mm Contains: General view handling infrastructure Copyright: © 2002-2005 Apple Computer, Inc. All rights reserved. IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in consideration of your agreement to the following terms, and your use, installation, modification or redistribution of this Apple software constitutes acceptance of these terms. If you do not agree with these terms, please do not use, install, modify or redistribute this Apple software. 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Except as expressly stated in this notice, no other rights or licenses, express or implied, are granted by Apple herein, including but not limited to any patent rights that may be infringed by your derivative works or by other works in which the Apple Software may be incorporated. The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS. IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #import "MBCBoardView.h" #import "MBCBoardAnimation.h" #import "MBCMoveAnimation.h" // // Our implementation is distributed across several other files // #import "MBCBoardViewDraw.h" #import "MBCBoardViewModels.h" #import "MBCBoardViewTextures.h" #import "MBCBoardViewMouse.h" #import "MBCAnimation.h" #import "MBCController.h" #import "MBCPlayer.h" NSColor * MBCColor::GetColor() const { return [NSColor colorWithCalibratedRed:color[0] green:color[1] blue:color[2] alpha:color[3]]; } void MBCColor::SetColor(NSColor * newColor) { color[0] = [newColor redComponent]; color[1] = [newColor greenComponent]; color[2] = [newColor blueComponent]; } @implementation MBCBoardView - (id) initWithFrame:(NSRect)rect { float light_ambient = 0.125f; GLfloat light_pos[4] = { -60.0, 200.0, 0.0, 0.0}; // // We first try to enable Full Scene Anti Aliasing if our graphics // hardware lets use get away with it. // NSOpenGLPixelFormatAttribute fsaa_attr[] = { NSOpenGLPFADoubleBuffer, NSOpenGLPFANoRecovery, NSOpenGLPFAAccelerated, NSOpenGLPFAWindow, NSOpenGLPFAColorSize, (NSOpenGLPixelFormatAttribute)24, NSOpenGLPFAAlphaSize, (NSOpenGLPixelFormatAttribute)8, NSOpenGLPFADepthSize, (NSOpenGLPixelFormatAttribute)16, NSOpenGLPFAStencilSize, (NSOpenGLPixelFormatAttribute)1, NSOpenGLPFASampleBuffers, (NSOpenGLPixelFormatAttribute)1, NSOpenGLPFASamples, (NSOpenGLPixelFormatAttribute)2, (NSOpenGLPixelFormatAttribute)0 }; NSOpenGLPixelFormatAttribute jaggy_attr[] = { NSOpenGLPFADoubleBuffer, NSOpenGLPFANoRecovery, NSOpenGLPFAAccelerated, NSOpenGLPFAWindow, NSOpenGLPFAColorSize, (NSOpenGLPixelFormatAttribute)24, NSOpenGLPFAAlphaSize, (NSOpenGLPixelFormatAttribute)8, NSOpenGLPFADepthSize, (NSOpenGLPixelFormatAttribute)16, NSOpenGLPFAStencilSize, (NSOpenGLPixelFormatAttribute)1, (NSOpenGLPixelFormatAttribute)0 }; NSOpenGLPixelFormat * pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:fsaa_attr]; if (!(fHasFSAA = pixelFormat != 0)) pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:jaggy_attr]; [super initWithFrame:rect pixelFormat:pixelFormat]; [[self openGLContext] makeCurrentContext]; fBoardReflectivity = 0.3f; fBoardDrawStyle[0] = [[MBCDrawStyle alloc] init]; fBoardDrawStyle[1] = [[MBCDrawStyle alloc] init]; fPieceDrawStyle[0] = [[MBCDrawStyle alloc] init]; fPieceDrawStyle[1] = [[MBCDrawStyle alloc] init]; fBorderDrawStyle = [[MBCDrawStyle alloc] init]; fSelectedPieceDrawStyle = [[MBCDrawStyle alloc] init]; fBoardAttr = nil; fPieceAttr = nil; fBoardStyle = nil; fPieceStyle = nil; [self loadColors]; [self generateModelLists]; fElevation = 60.0f; fAzimuth = 180.0f; fInAnimation = false; fInBoardManipulation= false; fPickedSquare = kInvalidSquare; fSelectedPiece = EMPTY; fSelectedDest = kInvalidSquare; fWantMouse = false; fNeedPerspective = true; fAmbient = light_ambient; memcpy(fLightPos, light_pos, sizeof(fLightPos)); fHandCursor = [[NSCursor alloc] initWithImage:[NSImage imageNamed:@"handCursor"] hotSpot:NSMakePoint(0.5f, 0.75f)]; fArrowCursor = [[NSCursor arrowCursor] retain]; return self; } - (void) setStyleForBoard:(NSString *)boardStyle pieces:(NSString *)pieceStyle { [[self openGLContext] makeCurrentContext]; [fBoardStyle release]; fBoardStyle = [[@"Styles" stringByAppendingPathComponent:boardStyle] retain]; [fPieceStyle release]; fPieceStyle = [[@"Styles" stringByAppendingPathComponent:pieceStyle] retain]; [self loadStyles]; [self setNeedsDisplay: YES]; } - (void)awakeFromNib { fBoard = [fController board]; fInteractive = [fController interactive]; } - (BOOL) isOpaque { return YES; } - (BOOL) mouseDownCanMoveWindow { return NO; } - (void) drawRect:(NSRect)rect { [self drawPosition]; } - (void) reshape { [self needsUpdate]; } - (void) drawNow { [self lockFocus]; [self drawPosition]; [self unlockFocus]; [self setNeedsDisplay:NO]; } - (void) profileDraw { [self lockFocus]; for (int i=0; i<100; ++i) { [self drawPosition]; } [self unlockFocus]; } - (void) needsUpdate { fNeedPerspective = true; [self setNeedsDisplay: YES]; } - (void) endGame; { [MBCAnimation cancelCurrentAnimation]; fSelectedPiece = EMPTY; fWantMouse = false; [self needsUpdate]; } - (void) startGame:(MBCVariant)variant playing:(MBCSide)side { fVariant = variant; fSide = side; [self endGame]; if (side != kNeitherSide && [self facing] != kNeitherSide) { // // We have humans involved, turn board right side up unless // it was in a neutral position // if (side == kBothSides) side = ([fBoard numMoves]&1) ? kBlackSide : kWhiteSide; if ([self facing] != side) fAzimuth = fmod(fAzimuth+180.0f, 360.0f); } } - (void) showHint:(MBCMove *)move { [move retain]; [fHintMove release]; fHintMove = move; [self setNeedsDisplay:YES]; } - (void) showLastMove:(MBCMove *)move { [move retain]; [fLastMove release]; fLastMove = move; [self setNeedsDisplay:YES]; } - (void) hideMoves { [fHintMove release]; [fLastMove release]; fHintMove = nil; fLastMove = nil; } - (void) clickPiece { fPickedSquare = fSelectedSquare; [self unselectPiece]; } - (void) selectPiece:(MBCPiece)piece at:(MBCSquare)square { fPickedSquare = kInvalidSquare; fSelectedPiece = piece; fSelectedSquare = square; if (square != kInvalidSquare) fSelectedPos = [self squareToPosition:square]; [self setNeedsDisplay:YES]; } - (void) selectPiece:(MBCPiece)piece at:(MBCSquare)square to:(MBCSquare)dest { fSelectedDest = dest; [self selectPiece:piece at:square]; } - (void) moveSelectionTo:(MBCPosition *)position { fSelectedPos = *position; [self setNeedsDisplay:YES]; } - (void) unselectPiece { fSelectedPiece = EMPTY; fSelectedSquare = kInvalidSquare; fSelectedDest = kInvalidSquare; [self setNeedsDisplay:YES]; } - (MBCSquare) positionToSquare:(const MBCPosition *)position { GLfloat px = (*position)[0]; GLfloat pz = (*position)[2]; GLfloat pxa = fabs(px); GLfloat pza = fabs(pz); if (fabs(px - kInHandPieceX) < (kInHandPieceSize/2.0f)) { pza -= kInHandPieceZOffset; if (pza > 0.0f && pza < kInHandPieceSize*5.0f) { MBCPieceCode piece = gInHandOrder[(int)(pza / kInHandPieceSize)]; return kInHandSquare+(pz < 0 ? Black(piece) : White(piece)); } else return kInvalidSquare; } if (pxa > kBoardRadius || pza > kBoardRadius) return kInvalidSquare; int row = static_cast<int>((kBoardRadius-pz)/10.0f); int col = static_cast<int>((px+kBoardRadius)/10.0f); return (row<<3)|col; } - (MBCSquare) positionToSquareOrRegion:(const MBCPosition *)position { GLfloat px = (*position)[0]; GLfloat pz = (*position)[2]; GLfloat pxa = fabs(px); GLfloat pza = fabs(pz); if (fPromotionSide == kWhiteSide) { if (fabs(px + kPromotionPieceX) < 8.0f && fabs(pz + kPromotionPieceZ) < 8.0f ) return kWhitePromoSquare; } else if (fPromotionSide == kBlackSide) { if (fabs(px - kPromotionPieceX) < 8.0f && fabs(pz - kPromotionPieceZ) < 8.0f ) return kBlackPromoSquare; } if (fabs(px - kInHandPieceX) < (kInHandPieceSize/2.0f)) { pza -= kInHandPieceZOffset; if (pza > 0.0f && pza < kInHandPieceSize*5.0f) { MBCPieceCode piece = gInHandOrder[(int)(pza / kInHandPieceSize)]; return kInHandSquare+(pz < 0 ? Black(piece) : White(piece)); } else return kInvalidSquare; } if (pxa > kBoardRadius || pza > kBoardRadius) if (pxa < kBoardRadius+kBorderWidth+.1f && pza < kBoardRadius+kBorderWidth+.1f) return kBorderRegion; else return kInvalidSquare; int row = static_cast<int>((kBoardRadius-pz)/10.0f); int col = static_cast<int>((px+kBoardRadius)/10.0f); return (row<<3)|col; } - (void) snapToSquare:(MBCPosition *)position { #if 0 GLfloat & px = (*position)[0]; GLfloat & py = (*position)[1]; GLfloat & pz = (*position)[2]; GLfloat pxa = fabs(px); GLfloat pza = fabs(pz); py = 0.0f; if (pxa < kBoardRadius && pza < kBoardRadius) { const float kRes = 10.0f; const float kRes2 = kRes / 2.0f; // // Within board, snap to square // px = copysignf(floorf(pxa/kRes)*kRes+kRes2, px); pz = copysignf(floorf(pza/kRes)*kRes+kRes2, pz); } #else (*position)[1] = 0.0f; #endif } - (MBCPosition) squareToPosition:(MBCSquare)square { MBCPosition pos; if (square > kInHandSquare) { pos[0] = 44.0f; pos[1] = 0.0f; pos[2] = Color(square-kInHandSquare) == kBlackPiece ? -20.0f : 20.0f; } else { pos[0] = (square&7)*10.0f-35.0f; pos[1] = 0.0f; pos[2] = 35.0f - (square>>3)*10.0f; } return pos; } - (BOOL) facingWhite { return fAzimuth > 90.0f && fAzimuth <= 270.0f; } - (MBCSide) facing { if (fAzimuth > 95.0f && fAzimuth < 265.0f) return kWhiteSide; else if (fAzimuth < 85.0f || fAzimuth > 275.0f) return kBlackSide; else return kNeitherSide; } - (void) wantMouse:(BOOL)wantIt { fWantMouse = wantIt; } - (void) startAnimation { fInAnimation = true; } - (void) animationDone { fInAnimation = false; } @end // Local Variables: // mode:ObjC // End: