/usr/share/scid/tcl/main.tcl is in scid-data 1:4.6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
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1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 | # Copyright (C) 1999-2004 Shane Hudson
# Copyright (C) 2006-2009 Pascal Georges
# Copyright (C) 2008-2011 Alexander Wagner
# Copyright (C) 2013-2016 Fulvio Benini
#
# This file is part of Scid (Shane's Chess Information Database).
#
# Scid is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation.
#
# Scid is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Scid. If not, see <http://www.gnu.org/licenses/>.
###
### main.tcl: Routines for creating and updating the main window.
###
############################################################
# Keyboard move entry:
# Handles letters, digits and BackSpace/Delete keys.
# Note that king- and queen-side castling moves are denoted
# "OK" and "OQ" respectively.
# The letters n, r, q, k, o and l are promoted to uppercase
# automatically. A "b" can match to a b-pawn or Bishop move,
# so in some rare cases, a capital B may be needed for the
# Bishop move to distinguish it from the pawn move.
set moveEntry(Text) ""
set moveEntry(List) {}
proc moveEntry_Clear {} {
global moveEntry
set moveEntry(Text) ""
set moveEntry(List) {}
}
proc moveEntry_Complete {} {
global moveEntry
set len [llength $moveEntry(List)]
if {$len > 0} {
set move [lindex $moveEntry(List) 0]
if {$move == "OK"} { set move "O-O" }
if {$move == "OQ"} { set move "O-O-O" }
moveEntry_Clear
addSanMove $move
}
}
proc moveEntry_Backspace {} {
global moveEntry
set moveEntry(Text) [string range $moveEntry(Text) 0 \
[expr {[string length $moveEntry(Text)] - 2}]]
set moveEntry(List) [sc_pos matchMoves $moveEntry(Text) $moveEntry(Coord)]
updateStatusBar
}
proc moveEntry_Char {ch} {
global moveEntry
set oldMoveText $moveEntry(Text)
set oldMoveList $moveEntry(List)
append moveEntry(Text) $ch
set moveEntry(List) [sc_pos matchMoves $moveEntry(Text) $moveEntry(Coord)]
set len [llength $moveEntry(List)]
if {$len == 0} {
# No matching moves, so do not accept this character as input:
set moveEntry(Text) $oldMoveText
set moveEntry(List) $oldMoveList
} elseif {$len == 1} {
# Exactly one matching move, so make it if AutoExpand is on,
# or if it equals the move entered. Note the comparison is
# case insensitive to allow for 'b' to match both pawn and
# Bishop moves.
set move [string tolower [lindex $moveEntry(List) 0]]
if {$moveEntry(AutoExpand) > 0 ||
![string compare [string tolower $moveEntry(Text)] $move]} {
return [moveEntry_Complete]
}
} elseif {$len == 2} {
# Check for the special case where the user has entered a b-pawn
# capture that clashes with a Bishop move (e.g. bxc4 and Bxc4):
set first [string tolower [lindex $moveEntry(List) 0]]
set second [string tolower [lindex $moveEntry(List) 1]]
if {[string equal $first $second]} {
set moveEntry(List) [list $moveEntry(Text)]
return [moveEntry_Complete]
}
}
updateStatusBar
}
# updateMainGame:
# Updates the main board with games's info
#
proc updateMainGame {} {
global gamePlayers
set gamePlayers(nameW) [sc_game info white]
set gamePlayers(nameB) [sc_game info black]
set eloW [sc_game info welo]
set gamePlayers(eloW) [expr {$eloW == 0 ? "" : "($eloW)"}]
set eloB [sc_game info belo]
set gamePlayers(eloB) [expr {$eloB == 0 ? "" : "($eloB)"}]
set gamePlayers(clockW) ""
set gamePlayers(clockB) ""
}
# updateTitle:
# Updates the main Scid window title.
#
proc updateTitle {} {
set title "Scid - "
set fname [sc_base filename $::curr_db]
set fname [file tail $fname]
append title "$fname ($::tr(game) "
append title "[::utils::thousands [sc_game number]] / "
append title "[::utils::thousands [sc_base numGames $::curr_db]])"
::setTitle . $title
set white [sc_game info white]
set black [sc_game info black]
if {[string length $white] > 2 && [string length $black] > 2} {
if {$fname == {[clipbase]} } { set fname clipbase }
set altered ""
if {[sc_game altered]} { set altered "*" }
::setTitle .main "($fname$altered): $white -- $black"
} else {
::setTitle .main $title
}
}
# updateStatusBar:
# Updates the main Scid window status bar.
#
proc updateStatusBar {} {
# Check if translations have not been set up yet:
if {! [info exists ::tr(Database)]} { return }
if {$::menuHelpMessage != ""} {
::board::setInfoAlert .main.board "[tr Help]:" "$::menuHelpMessage" "black" ""
return
}
if {$::autoplayMode == 1} {
::board::setInfoAlert .main.board "Autoplay:" [tr Stop] "red" "cancelAutoplay"
return
}
if {[info exists ::playMode]} {
set pInfo [eval "$::playMode info"]
if {[llength $pInfo] != 4} {
::board::setInfoAlert .main.board "Playing..." [tr Stop] "red" {eval "$::playMode stop"}
} else {
::board::setInfoAlert .main.board {*}pInfo
}
return
}
# show [%clk] command (if we are not playing)
set toMove [sc_pos side]
set comment [sc_pos getComment]
if { ![gameclock::isRunning] } {
set ::gamePlayers(clockW) ""
set ::gamePlayers(clockB) ""
set clkExp {.*?\[%clk\s*(.*?)\s*\].*}
set prevCom [sc_pos getPrevComment]
if {$toMove == "white"} {
regexp $clkExp $comment -> ::gamePlayers(clockB)
regexp $clkExp $prevCom -> ::gamePlayers(clockW)
} else {
regexp $clkExp $comment -> ::gamePlayers(clockW)
regexp $clkExp $prevCom -> ::gamePlayers(clockB)
}
}
if {[info exists ::guessedAddMove]} {
set ::gameLastMove [lindex $::guessedAddMove 1]
::board::setInfoAlert .main.board [lindex $::guessedAddMove 0] "\[click to change\]" "blue" ".main.menuaddchoice"
unset ::guessedAddMove
return
}
global moveEntry
if {$moveEntry(Text) != ""} {
set msg "\[ $moveEntry(Text) \] "
foreach thisMove $moveEntry(List) {
append msg "$thisMove "
}
::board::setInfoAlert .main.board "Enter Move:" "$msg" "blue" ""
return
}
# remove technical comments, notify only human readable ones
regsub -all {\[%.*\]} $comment {} comment
if {$comment != ""} {
::board::setInfoAlert .main.board "Comment:" "$comment" "green" "makeCommentWin"
return
}
set statusBar ""
set move [sc_game info previousMoveNT]
if {$move != ""} {
regsub {K} $move "\u2654" move
regsub {Q} $move "\u2655" move
regsub {R} $move "\u2656" move
regsub {B} $move "\u2657" move
regsub {N} $move "\u2658" move
set number "[sc_pos moveNumber]"
if {$toMove == "white"} {
incr number -1
append number ".."
}
append statusBar "Last move"
if {[sc_var level] != 0} { append statusBar " (var)" }
append statusBar ": $number.$move\n"
}
set result [sc_game info result]
if {$result == "=-="} { set result "\u00BD-\u00BD" }
append statusBar "[sc_game info date] - [sc_game info event] ($result)"
::board::setInfo .main.board "$statusBar"
}
proc updateMainToolbar {} {
if {[sc_pos isAt start]} {
::board::setButtonCmd .main.board back ""
catch { unset ::gameInfoBar(tb_BD_Start) }
} else {
::board::setButtonCmd .main.board back "::move::Back"
set ::gameInfoBar(tb_BD_Start) "::move::Start"
}
if {[sc_pos isAt end] || [sc_pos isAt vend]} {
::board::setButtonCmd .main.board forward ""
catch { unset ::gameInfoBar(tb_BD_End) }
catch { unset ::gameInfoBar(tb_BD_Autoplay) }
} else {
::board::setButtonCmd .main.board forward "::move::Forward"
set ::gameInfoBar(tb_BD_End) "::move::End"
set ::gameInfoBar(tb_BD_Autoplay) "startAutoplay"
}
if {[sc_var level] == 0} {
catch { unset ::gameInfoBar(tb_BD_VarDelete) }
catch { unset ::gameInfoBar(tb_BD_VarPromote) }
catch { unset ::gameInfoBar(tb_BD_VarLeave) }
catch { unset ::gameInfoBar(tb_BD_BackToMainline) }
} else {
set ::gameInfoBar(tb_BD_VarDelete) { ::pgn::deleteVar [sc_var number] }
set ::gameInfoBar(tb_BD_VarPromote) { ::pgn::mainVar }
set ::gameInfoBar(tb_BD_VarLeave) { ::move::ExitVar }
set ::gameInfoBar(tb_BD_BackToMainline) { while {[sc_var level] != 0} {::move::ExitVar} }
}
set canChange [expr {![sc_base isReadOnly $::curr_db]}]
if {$canChange && [sc_game number] != 0} {
set ::gameInfoBar(tb_BD_Save) "gameReplace"
} else {
catch { unset ::gameInfoBar(tb_BD_Save) }
}
set ::gameInfoBar(tb_BD_SaveAs) "gameSave 0"
if {[sc_game undo size] > 0} {
set ::gameInfoBar(tb_BD_Undo) "undoFeature undo"
set ::gameInfoBar(tb_BD_Revert) "undoFeature undoAll"
} else {
catch { unset ::gameInfoBar(tb_BD_Undo) }
catch { unset ::gameInfoBar(tb_BD_Revert) }
}
if {[sc_game redo size] > 0} {
set ::gameInfoBar(tb_BD_Redo) "undoFeature redo"
} else {
catch { unset ::gameInfoBar(tb_BD_Redo) }
}
set ::gameInfoBar(tb_BD_SetupBoard) "setupBoard"
}
proc toggleRotateBoard {} {
::board::flip .main.board
}
############################################################
### The board:
proc toggleShowMaterial {} {
board::toggleMaterial .main.board
}
# MouseWheel in main window:
proc main_mousewheelHandler {direction} {
if {$direction < 0} {
::move::Back
} else {
::move::Forward
}
}
################################################################################
# added by Pascal Georges
# returns a list of num moves from main line following current position
################################################################################
proc getNextMoves { {num 4} } {
set tmp ""
set count 0
while { [sc_game info nextMove] != "" && $count < $num} {
append tmp " [sc_game info nextMove]"
sc_move forward
incr count
}
sc_move back $count
return $tmp
}
################################################################################
# displays a box with main line and variations for easy selection with keyboard
################################################################################
proc showVars {} {
if {$::autoplayMode == 1} { return }
# No need to display an empty menu
if {[sc_var count] == 0} {
return
}
if {[sc_var count] == 1 && [sc_game info nextMove] == ""} {
# There is only one variation and no main line, so enter it
sc_var moveInto 0
updateBoard
return
}
set w .variations
if {[winfo exists $w]} { return }
set varList [sc_var list]
set numVars [sc_var count]
# Present a menu of the possible variations
toplevel $w
::setTitle $w $::tr(Variations)
setWinLocation $w
set h [expr $numVars + 1]
if { $h> 19} { set h 19 }
listbox $w.lbVar -selectmode browse -height $h -width 20
pack $w.lbVar -expand yes -fill both -side top
#insert main line
set move [sc_game info nextMove]
if {$move == ""} {
set move "($::tr(empty))"
} else {
$w.lbVar insert end "0: [getNextMoves 5]"
}
# insert variations
for {set i 0} {$i < $numVars} {incr i} {
set move [::trans [lindex $varList $i]]
if {$move == ""} {
set move "($::tr(empty))"
} else {
sc_var moveInto $i
append move [getNextMoves 5]
sc_var exit
}
set str "[expr {$i + 1}]: $move"
$w.lbVar insert end $str
}
$w.lbVar selection set 0
# bindings
bind $w <Configure> "recordWinSize $w"
bind .variations <Return> {catch { event generate .variations <Right> } }
bind .variations <ButtonRelease-1> {catch { event generate .variations <Right> } }
bind .variations <Right> {
set cur [.variations.lbVar curselection]
destroy .variations
if {$cur == 0} {
sc_move forward; updateBoard -animate
} else {
sc_var moveInto [expr $cur - 1]; updateBoard -animate
}
}
bind .variations <Up> { set cur [.variations.lbVar curselection] ; .variations.lbVar selection clear $cur
set sel [expr $cur - 1]
if {$sel < 0} { set sel 0 }
.variations.lbVar selection set $sel ; .variations.lbVar see $sel}
bind .variations <Down> { set cur [.variations.lbVar curselection] ; .variations.lbVar selection clear $cur
set sel [expr $cur + 1]
if {$sel >= [.variations.lbVar index end]} { set sel end }
.variations.lbVar selection set $sel ; .variations.lbVar see $sel}
bind .variations <Left> { destroy .variations }
bind .variations <Escape> { catch { event generate .variations <Destroy> } }
# in order to have the window always on top : this does not really work ...
bind .variations <Visibility> {
if { "%s" != "VisibilityUnobscured" } {
focus .variations
raise .variations
}
}
bind .variations <FocusOut> {
focus .variations
raise .variations
}
# Needed or the main window loses the focus
if { $::docking::USE_DOCKING } {
bind .variations <Destroy> { focus -force .main }
}
catch { focus .variations }
catch { grab $w }
update
}
################################################################################
#
################################################################################
# updateBoard:
# Updates the main board.
# If a parameter "-pgn" is specified, the PGN text is also regenerated.
# If a parameter "-animate" is specified, board changes are animated.
#
proc updateBoard {args} {
::notify::PosChanged {*}$args
}
# updateGameInfo:
# Update the game status window .main.gameInfo
#
proc updateGameInfo {} {
global gameInfo
.main.gameInfo.text configure -state normal
.main.gameInfo.text delete 0.0 end
::htext::display .main.gameInfo.text [sc_game info -hide $gameInfo(hideNextMove) \
-material $gameInfo(showMaterial) \
-cfull $gameInfo(fullComment) \
-fen $gameInfo(showFEN) -tb $gameInfo(showTB)]
if {$gameInfo(wrap)} {
.main.gameInfo.text configure -wrap word
.main.gameInfo.text tag configure wrap -lmargin2 10
.main.gameInfo.text tag add wrap 1.0 end
} else {
.main.gameInfo.text configure -wrap none
}
.main.gameInfo.text configure -state disabled
togglePhotosSize 0
}
set photosMinimized 0
proc togglePhotosSize {{toggle 1}} {
place forget .main.photoW
place forget .main.photoB
if {! $::gameInfo(photos)} { return }
updatePlayerPhotos
if {$toggle} { set ::photosMinimized [expr !$::photosMinimized] }
set distance [expr {[image width photoB] + 2}]
if { $distance < 10 } { set distance 82 }
if {$::photosMinimized} {
place .main.photoW -in .main.gameInfo.text -x -17 -relx 1.0 -relheight 0.15 -width 15 -anchor ne
place .main.photoB -in .main.gameInfo.text -x -1 -relx 1.0 -relheight 0.15 -width 15 -anchor ne
} else {
place .main.photoW -in .main.gameInfo.text -x -$distance -relx 1.0 -relheight 1 -width [image width photoW] -anchor ne
place .main.photoB -in .main.gameInfo.text -x -1 -relx 1.0 -relheight 1 -width [image width photoB] -anchor ne
}
}
# readPhotoFile executed once at startup for each SPF file. Loads SPI file if it exists.
# Otherwise it generates index information and tries to write SPI file to disk (if it can be done)
proc readPhotoFile {fname} {
set count 0
set writespi 0
if {! [regsub {\.spf$} $fname {.spi} spi]} {
# How does it happend?
return
}
# If SPI file was found then just source it and exit
if { [file readable $spi]} {
set count [array size ::unsafe::spffile]
safeSource $spi fname $fname
set newcount [array size ::unsafe::spffile]
if {[expr $newcount - $count] > 0} {
::splash::add "Found [expr $newcount - $count] player photos in [file tail $fname]"
::splash::add "Loading information from index file [file tail $spi]"
return [expr $newcount - $count]
} else {
set count 0
}
}
# Check for the absence of the SPI file and check for the write permissions
if { ![file exists $spi] && ![catch {open $spi w} fd_spi]} {
# SPI file will be written to disk by scid
set writespi 1
}
if {! [file readable $fname]} { return }
set fd [open $fname]
while {[gets $fd line] >= 0} {
# search for the string photo "Player Name"
if { [regexp {^photo \"(.*)\" \{$} $line -> name] } {
set count [expr $count + 1 ]
set begin [tell $fd]
# skip data block
while {1} {
set end [tell $fd]
gets $fd line
if {[regexp {.*\}.*} $line ]} {break}
}
set trimname [trimString $name]
set size [expr $end - $begin ]
set ::unsafe::photobegin($trimname) $begin
set ::unsafe::photosize($trimname) $size
set ::unsafe::spffile($trimname) $fname
if { $writespi } {
# writing SPI file to disk
puts $fd_spi "set \"photobegin($trimname)\" $begin"
puts $fd_spi "set \"photosize($trimname)\" $size"
puts $fd_spi "set \"spffile($trimname)\" \"\$fname\""
}
}
}
if {$count > 0 && $writespi} {
::splash::add "Found $count player photos in [file tail $fname]"
::splash::add "Index file [file tail $spi] was generated succesfully"
}
if {$count > 0 && !$writespi} {
::splash::add "Found $count player photos in [file tail $fname]"
::splash::add "Could not generate index file [file tail $spi]"
::splash::add "Use spf2spi script to generate [file tail $spi] file "
}
if { $writespi } { close $fd_spi }
close $fd
return $count
}
#convert $data string tolower case and strip the first two blanks.
proc trimString {data} {
set data [string tolower $data]
set strindex [string first "\ " $data]
set data [string replace $data $strindex $strindex]
set strindex [string first "\ " $data]
set data [string replace $data $strindex $strindex]
return $data
}
# retrieve photo from the SPF file using index information
proc getphoto {name} {
set data ""
if {[info exists ::unsafe::spffile($name)]} {
set fd [open $::unsafe::spffile($name)]
seek $fd $::unsafe::photobegin($name) start
set data [read $fd $::unsafe::photosize($name) ]
close $fd
}
return $data
}
proc loadPlayersPhoto {} {
set ::gamePlayers(photoW) {}
set ::gamePlayers(photoB) {}
image create photo photoW
image create photo photoB
# Directories where Scid searches for the photo files
set photodirs [list $::scidDataDir $::scidUserDir $::scidConfigDir [file join $::scidShareDir "photos"]]
if {[info exists ::scidPhotoDir]} { lappend photodirs $::scidPhotoDir }
# Read all Scid photo (*.spf) files in the Scid data/user/config directories:
set nImg 0
set nFiles 0
foreach dir $photodirs {
foreach photofile [glob -nocomplain -directory $dir "*.spf"] {
set n [readPhotoFile $photofile]
if {$n > 0} {
incr nFiles
incr nImg $n
}
}
}
return [list $nImg $nFiles]
}
loadPlayersPhoto
# Try to change the engine name: ignore version number, try to ignore blanks
# TODO: rename this function (spellcheck playernames, converts to lower case and remove spaces)
proc trimEngineName { engine } {
catch {
set spell_name [sc_name retrievename $engine]
if {$spell_name != ""} { set engine $spell_name }
}
set engine [string tolower $engine]
if { [string first "deep " $engine] == 0 } {
# strip "deep "
set engine [string range $engine 5 end]
}
# delete two first blank to make "The King" same as "TheKing"
# or "Green Light Chess" as "Greenlightchess"
set strindex [string first "\ " $engine]
set engine [string replace $engine $strindex $strindex]
set strindex [string first "\ " $engine]
set engine [string replace $engine $strindex $strindex]
set strindex [string first "," $engine]
set slen [string len $engine]
if { $strindex == -1 && $slen > 2 } {
#seems to be a engine name:
# search until longest name matches an engine name
set slen [string len $engine]
for { set strindex $slen} {![info exists ::unsafe::spffile([string range $engine 0 $strindex])]\
&& $strindex > 2 } {set strindex [expr {$strindex - 1}] } { }
set engine [string range $engine 0 $strindex]
}
return $engine
}
# updatePlayerPhotos
# Updates the images photoW and photoB for the two players of the current game.
#
proc updatePlayerPhotos {{force ""}} {
foreach {name img} {nameW photoW nameB photoB} {
set spellname $::gamePlayers($name)
if {$::gamePlayers($img) != $spellname} {
set ::gamePlayers($img) $spellname
catch { set spellname [trimEngineName $spellname] }
image create photo $img -data [getphoto $spellname]
}
}
}
#########################################################
### Chess move input
# Globals for mouse-based move input:
set selectedSq -1
set bestSq -1
set EMPTY 0
set KING 1
set QUEEN 2
set ROOK 3
set BISHOP 4
set KNIGHT 5
set PAWN 6
################################################################################
#
################################################################################
proc getPromoPiece {} {
set w .promoWin
set ::result 2
toplevel $w
# wm transient $w .main
::setTitle $w "Scid"
wm resizable $w 0 0
set col "w"
if { [sc_pos side] == "black" } { set col "b" }
ttk::button $w.bq -image ${col}q45 -command "set ::result 2 ; destroy $w"
ttk::button $w.br -image ${col}r45 -command "set ::result 3 ; destroy $w"
ttk::button $w.bb -image ${col}b45 -command "set ::result 4 ; destroy $w"
ttk::button $w.bn -image ${col}n45 -command "set ::result 5 ; destroy $w"
pack $w.bq $w.br $w.bb $w.bn -side left
bind $w <Escape> "set ::result 2 ; destroy $w"
bind $w <Return> "set ::result 2 ; destroy $w"
update
catch { grab $w }
tkwait window $w
return $::result
}
# TODO: remove this
# confirmReplaceMove:
# Asks the user what to do when adding a move when a move already
# exists.
# Returns a string value:
# "replace" to replace the move, truncating the game.
# "var" to add the move as a new variation.
# "cancel" to do nothing.
#
proc confirmReplaceMove {} {
if {[winfo exists $::reviewgame::window]} {
return "var"
}
if {! $::askToReplaceMoves} {
return "replace"
}
option add *Dialog.msg.wrapLength 4i interactive
catch {tk_dialog .dialog "Scid: $::tr(ReplaceMove)?" \
$::tr(ReplaceMoveMessage) "" 0 \
$::tr(ReplaceMove) $::tr(NewMainLine) \
$::tr(AddNewVar) $::tr(Cancel)} answer
option add *Dialog.msg.wrapLength 3i interactive
if {$answer == 0} { return "replace" }
if {$answer == 1} { return "mainline" }
if {$answer == 2} { return "var" }
return "cancel"
}
proc addNullMove {} {
addMove null null
}
proc addMove { sq1 sq2 {animate "-animate"}} {
global EMPTY
set nullmove 0
if {$sq1 == "null" && $sq2 == "null"} { set nullmove 1 }
if {!$nullmove && [sc_pos isLegal $sq1 $sq2] == 0} {
# Illegal move, but if it is King takes king then treat it as
# entering a null move:
set board [sc_pos board]
set k1 [string tolower [string index $board $sq1]]
set k2 [string tolower [string index $board $sq2]]
if {$k1 == "k" && $k2 == "k"} { set nullmove 1 } else { return }
}
if {$nullmove} {
if {[sc_pos isCheck]} { return }
set moveUCI "0000"
} else {
set moveUCI [::board::san $sq2][::board::san $sq1]
}
addMoveUCI $moveUCI "" $animate
}
proc addSanMove { {san} } {
set err [catch { sc_game SANtoUCI $san } moveUCI ]
if {! $err} { addMoveUCI $moveUCI }
return $err
}
# addMoveUCI:
# Adds the move indicated if it is legal.
# If the move is a promotion, getPromoPiece will be called
# to get the promotion piece from the user.
#
proc addMoveUCI {{moveUCI} {action ""} {animate "-animate"}} {
set sq1 [::board::sq [string range $moveUCI 0 1] ]
set sq2 [::board::sq [string range $moveUCI 2 3] ]
if { [::fics::setPremove $sq1 $sq2] || ! [::fics::playerCanMove] || ! [::reviewgame::playerCanMove]} { return } ;# not player's turn
if { [string length $moveUCI] == 4 && $sq1 != $sq2 && [sc_pos isPromotion $sq1 $sq2] } {
switch -- [getPromoPiece] {
2 { set promoLetter "q"}
3 { set promoLetter "r"}
4 { set promoLetter "b"}
5 { set promoLetter "n"}
default {set promoLetter ""}
}
append moveUCI $promoLetter
}
if {! $::annotateMode} {
if {[::move::Follow $moveUCI]} { return [updateBoard $animate] }
}
if {![sc_pos isAt vend]} {
if {$action == ""} {
set replacedmove ""
set n [sc_var count]
if {$n == 0} {
sc_move forward
if {[sc_pos isAt vend]} {
set replacedmove [sc_game info previousMoveNT]
}
sc_move back
}
if {$replacedmove != ""} {
set ::guessedAddMove [list "Replaced Move $replacedmove"]
} else {
set action "var"
}
}
switch -- $action {
mainline { set ::guessedAddMove [list "New Main Line"]}
var { set ::guessedAddMove [list "New Variation"]}
replace { set ::guessedAddMove [list "Replaced Main Line"]}
}
lappend ::guessedAddMove $moveUCI
}
undoFeature save
if {[winfo exists .commentWin]} {
::commenteditor::storeComment
.commentWin.cf.text delete 0.0 end
}
if {($action == "mainline" || $action == "var") && ![sc_pos isAt vend]} {
sc_var create
}
if {$moveUCI == "0000"} {
sc_move addSan null
} else {
sc_move addUCI $moveUCI
}
if {$action == "mainline"} {
sc_var promote
sc_move forward 1
}
set ::sergame::lastPlayerMoveUci ""
if {[winfo exists ".serGameWin"]} {
set ::sergame::lastPlayerMoveUci "$moveUCI"
}
if {[winfo exists .fics]} {
if { [::fics::playerCanMove] } {
if { [string length $moveUCI] == 5 } {
set promoletter [ string tolower [ string index $moveUCI end ] ]
::fics::writechan "promote $promoletter"
}
::fics::writechan [ string range [sc_game info previousMoveUCI] 0 3 ]
}
}
if {$::novag::connected} {
::novag::addMove "$moveUCI"
}
set san [sc_game info previous]
after idle [list ::utils::sound::AnnounceNewMove $san]
::notify::PosChanged -pgn $animate
}
proc suggestMove {} {
if {! $::suggestMoves} { return 0}
if {[info exists ::playMode]} {
return [eval "$::playMode suggestMove"]
}
if {$::fics::playing != 0} { return 0 }
return 1
}
# enterSquare:
# Called when the mouse pointer enters a board square.
# Finds the best matching square for a move (if there is a
# legal move to or from this square), and colors the squares
# to indicate the suggested move.
#
proc enterSquare { square } {
global bestSq bestcolor selectedSq
if {$selectedSq == -1} {
set bestSq -1
if {[::suggestMove]} {
set bestSq [sc_pos bestSquare $square]
if {$bestSq != -1} {
::board::colorSquare .main.board $square $bestcolor
::board::colorSquare .main.board $bestSq $bestcolor
}
}
}
}
# leaveSquare:
# Called when the mouse pointer leaves a board square.
# Recolors squares to normal (lite/dark) color.
#
proc leaveSquare { square } {
global selectedSq bestSq
if {$selectedSq == -1} {
::board::colorSquare .main.board $bestSq
::board::colorSquare .main.board $square
}
}
# pressSquare:
# Called when the left mouse button is pressed on a square. Sets
# that square to be the selected square.
#
proc pressSquare { square } {
global selectedSq highcolor
if { ![::fics::playerCanMove] || ![::reviewgame::playerCanMove] } { return } ;# not player's turn
# if training with calculations of var is on, just log the event
if { [winfo exists .calvarWin] } {
::calvar::pressSquare $square
return
}
if {$selectedSq == -1} {
set selectedSq $square
::board::colorSquare .main.board $square $highcolor
# Drag this piece if it is the same color as the side to move:
set c [string index [sc_pos side] 0] ;# will be "w" or "b"
set p [string index [::board::piece .main.board $square] 0] ;# "w", "b" or "e"
if {$c == $p} {
::board::setDragSquare .main.board $square
}
} else {
::board::setDragSquare .main.board -1
::board::colorSquare .main.board $selectedSq
::board::colorSquare .main.board $square
set tmp $selectedSq
set selectedSq -1
if {$square != $tmp} {
addMove $square $tmp
}
enterSquare $square
}
}
# releaseSquare:
# Called when the left mouse button is released over a square.
# If the square is different to that the button was pressed on, it
# is a dragged move; otherwise it is just selecting this square as
# part of a move.
#
proc releaseSquare { w x y } {
if { [winfo exists .calvarWin] } { return }
global selectedSq bestSq
::board::setDragSquare $w -1
set square [::board::getSquare $w $x $y]
if {$square < 0} {
set selectedSq -1
return
}
if {$square == $selectedSq} {
if {[::suggestMove]} {
# User pressed and released on same square, so make the
# suggested move if there is one:
set selectedSq -1
::board::colorSquare $w $bestSq
::board::colorSquare $w $square
addMove $square $bestSq
enterSquare $square
} else {
# Current square is the square user pressed the button on,
# so we do nothing.
}
} elseif {$selectedSq != -1} {
# User has dragged to another square, so try to add this as a move:
set tmp $selectedSq
set selectedSq -1
addMove $square $tmp ""
::board::colorSquare $w $square
::board::colorSquare $w $tmp
}
}
# backSquare:
# Handles the retracting of a move (when the right mouse button is
# clicked on a square). Recolors squares to normal color also.
# If the move is the last in the game or variation, is is removed
# by truncating the game after retracting the move.
#
proc backSquare {} {
global selectedSq bestSq
set lastMoveInLine 0
if {[sc_pos isAt vend]} {
set lastMoveInLine 1
}
sc_move back
# RMB used to delete the move if it was the last in a line. Removed it as there is no undo.
# if {[sc_pos isAt vstart] && [sc_var level] != 0} {
# ::pgn::deleteVar [sc_var number]
# } elseif {$lastMoveInLine} {
# sc_game truncate
# }
set selectedSq -1
set bestSq -1
# update the board without -pgn option because of poor performance with long games
updateBoard -animate
::utils::sound::AnnounceBack
}
################################################################################
#
################################################################################
proc undoFeature {action} {
if {$action == "save"} {
sc_game undoPoint
} elseif {$action == "undo"} {
sc_game undo
notify::GameChanged
} elseif {$action == "redo"} {
sc_game redo
notify::GameChanged
} elseif {$action == "undoAll"} {
sc_game undoAll
notify::GameChanged
}
}
proc setPlayMode { callback } {
set ::playMode "$callback"
if {$::playMode == ""} { unset ::playMode }
::notify::PosChanged
}
################################################################################
# In docked mode, resize board automatically
################################################################################
proc resizeMainBoard {} {
if { ! $::docking::USE_DOCKING } { return }
if { $::autoResizeBoard } {
update idletasks
set availw [winfo width .fdockmain]
set availh [winfo height .fdockmain]
if {$::showGameInfo} {
set availh [expr $availh - [winfo height .main.gameInfo] ]
}
if { [llength [pack slaves .main.tb]] != 0 } {
set availh [expr $availh - [winfo height .main.tb] ]
}
set ::boardSize [::board::resizeAuto .main.board "0 0 $availw $availh"]
}
}
################################################################################
# sets visibility of gameInfo panel at the bottom of main board
proc toggleGameInfo {} {
if {$::showGameInfo} {
grid .main.gameInfo -row 3 -column 0 -sticky news
} else {
grid forget .main.gameInfo
}
updateGameInfo
update idletasks
}
################################################################################
proc CreateMainBoard { {w} } {
setTitle $w [ ::tr "Board" ]
keyboardShortcuts $w
::board::new $w.board $::boardSize
::board::showMarks $w.board 1
for {set i 0} {$i < $::boardCoords} {incr i} { ::board::coords $w.board }
if {$::gameInfo(showMaterial)} { ::board::toggleMaterial $w.board }
::board::addNamesBar $w.board gamePlayers
::board::addInfoBar $w.board gameInfoBar
set ::gameInfoBar(tb_BD_Coords) "set ::boardCoords \[::board::coords $w.board\]"
set ::gameInfoBar(tb_BD_Material) "set ::gameInfo(showMaterial) \[::board::toggleMaterial $w.board\]"
menu .main.menuaddchoice -bg white -font font_Regular
.main.menuaddchoice add command -label " Undo" -image tb_BD_Undo -compound left \
-command {undoFeature undo}
.main.menuaddchoice add command -label " $::tr(ReplaceMove)" -image tb_BD_Replace -compound left \
-command {sc_game undo; addMoveUCI $::gameLastMove replace}
.main.menuaddchoice add command -label " $::tr(NewMainLine)" -image tb_BD_NewMainline -compound left \
-command {sc_game undo; addMoveUCI $::gameLastMove mainline}
.main.menuaddchoice add command -label " $::tr(AddNewVar)" -image tb_BD_NewVar -compound left \
-command {sc_game undo; addMoveUCI $::gameLastMove var}
InitToolbar .main.tb
for {set i 0} { $i < 64 } { incr i } {
::board::bind $w.board $i <Enter> "enterSquare $i"
::board::bind $w.board $i <Leave> "leaveSquare $i"
::board::bind $w.board $i <ButtonPress-1> "pressSquare $i"
::board::bind $w.board $i <Control-ButtonPress-1> "drawArrow $i green"
::board::bind $w.board $i <Control-ButtonPress-$::MB2> "drawArrow $i yellow"
::board::bind $w.board $i <Control-ButtonPress-$::MB3> "drawArrow $i red"
::board::bind $w.board $i <Shift-ButtonPress-1> "addMarker $i green"
::board::bind $w.board $i <Shift-ButtonPress-$::MB2> "addMarker $i yellow"
::board::bind $w.board $i <Shift-ButtonPress-$::MB3> "addMarker $i red"
::board::bind $w.board $i <B1-Motion> "::board::dragPiece $w.board %X %Y"
::board::bind $w.board $i <ButtonRelease-1> "releaseSquare $w.board %X %Y"
::board::bind $w.board $i <ButtonPress-$::MB3> backSquare
}
foreach i {o q r n k O Q R B N K} {
bind $w <$i> "moveEntry_Char [string toupper $i]"
bind $w <Alt-$i> { continue }
}
foreach i {a b c d e f g h 1 2 3 4 5 6 7 8} {
bind $w <Key-$i> "moveEntry_Char $i"
bind $w <Alt-$i> { continue }
}
bind $w <Control-BackSpace> backSquare
bind $w <Control-Delete> backSquare
bind $w <BackSpace> moveEntry_Backspace
bind $w <Delete> moveEntry_Backspace
bind $w <space> moveEntry_Complete
bind $w <ButtonRelease> "focus $w"
bind $w <Configure> {+::resizeMainBoard }
bind $w <Return> { #TODO: improve this
if {[winfo exists .analysisWin1] && $analysis(analyzeMode1)} {
.analysisWin1.b1.move invoke
}
}
bindMouseWheel $w "main_mousewheelHandler"
if { $::docking::USE_DOCKING} {
ttk::frame $w.space
grid $w.space -row 4 -column 0 -columnspan 3 -sticky nsew
grid rowconfigure $w 3 -weight 0
grid rowconfigure $w 4 -weight 1
} else {
grid rowconfigure $w 3 -weight 1
wm resizable $w 0 1
wm withdraw .
bind $w <Destroy> { destroy . }
}
grid columnconfigure $w 0 -weight 1
grid $w.board -row 2 -column 0 -sticky we ;# -padx 5 -pady 5
toggleGameInfo
updateStatusBar
updateMainToolbar
updateTitle
}
proc CreateGameInfo {} {
# .gameInfo is the game information widget:
#
autoscrollframe .main.gameInfo text .main.gameInfo.text
.main.gameInfo.text configure -width 20 -height 6 -fg black -bg white -wrap none -state disabled -cursor top_left_arrow -setgrid 1
::htext::init .main.gameInfo.text
# Set up player photos:
label .main.photoW -background white -image photoW -anchor ne
label .main.photoB -background white -image photoB -anchor ne
bind .main.photoW <ButtonPress-1> "togglePhotosSize"
bind .main.photoB <ButtonPress-1> "togglePhotosSize"
# Right-mouse button menu for gameInfo frame:
menu .main.gameInfo.menu -tearoff 0
.main.gameInfo.menu add checkbutton -label GInfoHideNext \
-variable gameInfo(hideNextMove) -offvalue 0 -onvalue 1 -command updateBoard
.main.gameInfo.menu add checkbutton -label GInfoMaterial -variable gameInfo(showMaterial) -offvalue 0 -onvalue 1 \
-command { toggleShowMaterial }
.main.gameInfo.menu add checkbutton -label GInfoFEN \
-variable gameInfo(showFEN) -offvalue 0 -onvalue 1 -command updateBoard
.main.gameInfo.menu add checkbutton -label GInfoMarks \
-variable gameInfo(showMarks) -offvalue 0 -onvalue 1 -command updateBoard
.main.gameInfo.menu add checkbutton -label GInfoWrap \
-variable gameInfo(wrap) -offvalue 0 -onvalue 1 -command updateBoard
.main.gameInfo.menu add checkbutton -label GInfoFullComment \
-variable gameInfo(fullComment) -offvalue 0 -onvalue 1 -command updateBoard
.main.gameInfo.menu add checkbutton -label GInfoPhotos \
-variable gameInfo(photos) -offvalue 0 -onvalue 1 \
-command {togglePhotosSize 0}
.main.gameInfo.menu add separator
.main.gameInfo.menu add radiobutton -label GInfoTBNothing \
-variable gameInfo(showTB) -value 0 -command updateBoard
.main.gameInfo.menu add radiobutton -label GInfoTBResult \
-variable gameInfo(showTB) -value 1 -command updateBoard
.main.gameInfo.menu add radiobutton -label GInfoTBAll \
-variable gameInfo(showTB) -value 2 -command updateBoard
.main.gameInfo.menu add separator
.main.gameInfo.menu add command -label GInfoDelete -command {
sc_base gameflag [sc_base current] [sc_game number] invert del
::notify::DatabaseModified [sc_base current]
}
menu .main.gameInfo.menu.mark
.main.gameInfo.menu add cascade -label GInfoMark -menu .main.gameInfo.menu.mark
bind .main.gameInfo.text <ButtonPress-$::MB3> {
.main.gameInfo.menu.mark delete 0 end
set ::curr_db [sc_base current]
set ::curr_game [sc_game number]
set i 0
foreach flag $::maintFlaglist {
if {$i < 12} {
set tmp "$::tr($::maintFlags($flag)) ($flag)"
} else {
set tmp [sc_base extra $::curr_db flag$flag]
if {$tmp == "" } { set tmp $::maintFlags($flag) }
}
incr i
.main.gameInfo.menu.mark add command -label "$tmp" \
-command "sc_base gameflag $::curr_db $::curr_game invert $flag; ::notify::DatabaseModified $::curr_db"
}
tk_popup .main.gameInfo.menu %X %Y
}
storeMenuLabels .main.gameInfo.menu
}
proc InitToolbar {{tb}} {
ttk::frame $tb -relief raised -border 1
button $tb.new -image tb_new -command ::file::New
button .main.tb.open -image tb_open -command ::file::Open
button .main.tb.save -image tb_save -command {
if {[sc_game number] != 0} {
#busyCursor .
gameReplace
# catch {.save.buttons.save invoke}
#unbusyCursor .
} else {
gameAdd
}
}
button .main.tb.close -image tb_close -command ::file::Close
button .main.tb.finder -image tb_finder -command ::file::finder::Open
menubutton .main.tb.bkm -image tb_bkm -menu .main.tb.bkm.menu
menu .main.tb.bkm.menu
bind .main.tb.bkm <ButtonPress-1> "+.main.tb.bkm configure -relief flat"
ttk::frame .main.tb.space1 -width 12
button .main.tb.cut -image tb_cut -command ::game::Clear
button .main.tb.copy -image tb_copy -command ::gameAddToClipbase
button .main.tb.paste -image tb_paste \
-command {catch {sc_clipbase paste}; updateBoard -pgn}
ttk::frame .main.tb.space2 -width 12
button .main.tb.gprev -image tb_gprev -command {::game::LoadNextPrev previous}
button .main.tb.gnext -image tb_gnext -command {::game::LoadNextPrev next}
ttk::frame .main.tb.space3 -width 12
button .main.tb.rfilter -image tb_rfilter -command ::search::filter::reset
button .main.tb.bsearch -image tb_bsearch -command ::search::board
button .main.tb.hsearch -image tb_hsearch -command ::search::header
button .main.tb.msearch -image tb_msearch -command ::search::material
ttk::frame .main.tb.space4 -width 12
button .main.tb.switcher -image tb_switcher -command ::windows::switcher::Open
button .main.tb.glist -image tb_glist -command ::windows::gamelist::Open
button .main.tb.pgn -image tb_pgn -command ::pgn::OpenClose
button .main.tb.tmt -image tb_tmt -command ::tourney::toggle
button .main.tb.maint -image tb_maint -command ::maint::OpenClose
button .main.tb.eco -image tb_eco -command ::windows::eco::OpenClose
button .main.tb.tree -image tb_tree -command ::tree::make
button .main.tb.crosst -image tb_crosst -command toggleCrosstabWin
button .main.tb.engine -image tb_engine -command makeAnalysisWin
button .main.tb.help -image tb_help -command {helpWindow Index}
foreach i {new open save close finder bkm cut copy paste gprev gnext \
rfilter bsearch hsearch msearch \
switcher glist pgn tmt maint eco tree crosst engine help} {
.main.tb.$i configure -takefocus 0 -relief flat -border 1 -anchor n -highlightthickness 0
bind .main.tb.$i <Any-Enter> "+.main.tb.$i configure -relief groove"
bind .main.tb.$i <Any-Leave> "+.main.tb.$i configure -relief flat; break"
}
# Set toolbar help status messages:
foreach {b m} {
new FileNew open FileOpen finder FileFinder
save GameReplace close FileClose bkm FileBookmarks
gprev GamePrev gnext GameNext
cut GameNew copy EditCopy paste EditPaste
bsearch SearchCurrent
hsearch SearchHeader msearch SearchMaterial
switcher WindowsSwitcher glist WindowsGList pgn WindowsPGN tmt WindowsTmt
maint WindowsMaint eco WindowsECO tree WindowsTree crosst ToolsCross
engine ToolsAnalysis
} {
set helpMessage(.main.tb.$b) $m
::utils::tooltip::Set $tb.$b $m
}
redrawToolbar
}
proc configToolbar {} {
set w .tbconfig
toplevel $w
wm title $w "Scid: [tr OptionsToolbar]"
array set ::toolbar_temp [array get ::toolbar]
pack [ttk::frame $w.f1] -side top -fill x
foreach i {new open save close finder bkm} {
checkbutton $w.f1.$i -indicatoron 1 -image tb_$i -height 20 -width 22 \
-variable toolbar_temp($i) -relief solid -borderwidth 1
pack $w.f1.$i -side left -ipadx 2 -ipady 2
}
pack [ttk::frame $w.f2] -side top -fill x
foreach i {gprev gnext} {
checkbutton $w.f2.$i -indicatoron 1 -image tb_$i -height 20 -width 22 \
-variable toolbar_temp($i) -relief solid -borderwidth 1
pack $w.f2.$i -side left -ipadx 1 -ipady 1
}
pack [ttk::frame $w.f3] -side top -fill x
foreach i {cut copy paste} {
checkbutton $w.f3.$i -indicatoron 1 -image tb_$i -height 20 -width 22 \
-variable toolbar_temp($i) -relief solid -borderwidth 1
pack $w.f3.$i -side left -ipadx 1 -ipady 1
}
pack [ttk::frame $w.f4] -side top -fill x
foreach i {bsearch hsearch msearch} {
checkbutton $w.f4.$i -indicatoron 1 -image tb_$i -height 20 -width 22 \
-variable toolbar_temp($i) -relief solid -borderwidth 1
pack $w.f4.$i -side left -ipadx 1 -ipady 1
}
pack [ttk::frame $w.f5] -side top -fill x
foreach i {switcher glist pgn tmt maint eco tree crosst engine} {
checkbutton $w.f5.$i -indicatoron 1 -image tb_$i -height 20 -width 22 \
-variable toolbar_temp($i) -relief solid -borderwidth 1
pack $w.f5.$i -side left -ipadx 1 -ipady 1
}
addHorizontalRule $w
pack [ttk::frame $w.b] -side bottom -fill x
button $w.on -text "+ [::utils::string::Capital $::tr(all)]" -command {
foreach i [array names toolbar_temp] { set toolbar_temp($i) 1 }
}
button $w.off -text "- [::utils::string::Capital $::tr(all)]" -command {
foreach i [array names toolbar_temp] { set toolbar_temp($i) 0 }
}
ttk::button $w.ok -text "OK" -command {
array set toolbar [array get toolbar_temp]
catch {grab release .tbconfig}
destroy .tbconfig
redrawToolbar
}
ttk::button $w.cancel -text $::tr(Cancel) \
-command "catch {grab release $w}; destroy $w"
pack $w.cancel $w.ok -side right -padx 2
pack $w.on $w.off -side left -padx 2
catch {grab $w}
}
proc redrawToolbar {} {
global toolbar
foreach i [winfo children .main.tb] { pack forget $i }
set seenAny 0
set seen 0
foreach i {new open save close finder bkm} {
if {$toolbar($i)} {
set seen 1; set seenAny 1
pack .main.tb.$i -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
}
}
if {$seen} { pack .main.tb.space1 -side left }
set seen 0
foreach i {gprev gnext} {
if {$toolbar($i)} {
set seen 1; set seenAny 1
pack .main.tb.$i -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
}
}
if {$seen} { pack .main.tb.space2 -side left }
set seen 0
foreach i {cut copy paste} {
if {$toolbar($i)} {
set seen 1; set seenAny 1
pack .main.tb.$i -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
}
}
if {$seen} { pack .main.tb.space3 -side left }
set seen 0
foreach i {bsearch hsearch msearch} {
if {$toolbar($i)} {
set seen 1; set seenAny 1
pack .main.tb.$i -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
}
}
if {$seen} { pack .main.tb.space4 -side left }
set seen 0
foreach i {switcher glist pgn tmt maint eco tree crosst engine} {
if {$toolbar($i)} {
set seen 1; set seenAny 1
pack .main.tb.$i -side left -pady 1 -padx 0 -ipadx 0 -pady 0 -ipady 0
}
}
if {$seenAny} {
grid .main.tb -row 0 -column 0 -columnspan 3 -sticky we
} else {
grid forget .main.tb
}
}
##############################
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