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function _edit_view(div) { _view.call(this, div); var self = this; var pick = this.get_pick(); var ctx = this.get_ctx(); var dai_left = (_val.VIEW_W - 1.5 * 7 * _val.KOMA_L) / 2; var dai_right = (_val.VIEW_W + 1.5 * 7 * _val.KOMA_L) / 2; var dai_top; var dai_bottom; var dai = null; var b_pick_komabako = false; this.clean_and_draw = function(b_clean) { if (b_clean === true) { pick.before = -1; pick.after = -1; this.set_komadai_mode(0); this.get_teban(); } else if (pick.after != -1) { if (pick.after < 81) // 盤面に駒を追加 this.set_banmen_koma(pick.after, pick.koma); else if (pick.after == 81) // 持駒に駒を追加 dai[pick.koma % 8]++; if (pick.before < 81) // 盤面から駒を削除 this.set_banmen_koma(pick.before, -1); else if (pick.before == 81) // 持駒から駒を削除 dai[pick.koma % 8]--; if (pick.before == 82 || pick.after == 82) komabako_callback(); pick.before = -1; pick.after = -1; b_pick_komabako = false; } else { if (b_pick_komabako) komabako_callback(); b_pick_komabako = (pick.before == 82); } this.draw(); this.draw_komadai(this.get_komadai_mode()); } var komabako_callback; this.set_komabako_callback = function(f) { komabako_callback = f; } var sasite_callback; this.set_sasite_callback = function(f) { sasite_callback = f; } this.banmen_edit = function(x, y) { var ban_pos = this.get_banmen_pos(x, y); var koma = this.get_banmen_koma(ban_pos); if (ban_pos != -1) { // 盤面がクリックされた if (pick.before == -1) { // 駒を掴んでいない if (koma != -1) { // 駒がある pick.koma = koma; pick.before = ban_pos; this.clean_and_draw(); } return; } // 駒を掴んでいる var pos = pick.before; if (ban_pos == pos) { // 同じ位置 if (koma % 16 == _koma.Ou) return; if (koma % 16 == _koma.Ki) koma += 8; do { koma = (koma + 8) % 32; } while (this.get_kyokumen().is_kinjite(koma, ban_pos, pos)); pick.koma = koma; this.set_banmen_koma(pos, koma); this.clean_and_draw(); return; } if (koma != -1) { // 駒がある pick.koma = koma; pick.before = ban_pos; this.clean_and_draw(); return; } // 駒がない if (this.get_kyokumen().is_kinjite(pick.koma, ban_pos, pos)) return; pick.after = ban_pos; this.clean_and_draw(); return; } // 盤面がクリックされた var komadai_mode = this.get_komadai_mode(); var mochigoma_mode = this.get_mochigoma_mode(); if (komadai_mode != 1 && mochigoma_mode != 1 && this.in_sente_mochigoma(x, y)) { // 先手の持ち駒がクリックされた if (pick.before == 81) pick.before = -1; this.set_komadai_mode(1); dai = this.get_sente_mochigoma(); this.clean_and_draw(); return; } else if (komadai_mode != 2 && mochigoma_mode != 2 && this.in_gote_mochigoma(x, y)) { // 後手の持ち駒がクリックされた if (pick.before == 81) pick.before = -1; this.set_komadai_mode(2); dai = this.get_gote_mochigoma(); this.clean_and_draw(); return; } // 持駒がクリックされた if (this.in_komadai(x, y)) { // 駒台がクリックされた if (pick.before == -1) { // 駒を掴んでいない koma = this.get_komadai_koma(x, y); if (koma != -1) { pick.koma = koma; pick.before = 81; this.clean_and_draw(); } return; } // 駒を掴んでいる koma = pick.koma; if (koma % 8 == _koma.Ou) return; // 玉 if (pick.before == 81) { // 駒台の駒 koma = this.get_komadai_koma(x, y); if (koma != -1) { pick.koma = koma; pick.before = 81; } else { pick.before = -1; } this.clean_and_draw(); return; } pick.after = 81; this.clean_and_draw(); return; } // 駒台がクリックされた if (pick.before != -1) { // 盤の外 pick.before = -1; this.clean_and_draw(); } } var b_teban = true; this.get_teban = function() { if (b_teban == null) return; var sasite = this.get_sasite(); b_teban = (sasite.is_empty_sasite() || sasite.koma >= 16); } this.set_teban = function(b) { if (b) { b_teban = true; this.get_teban(); } else { b_teban = null; } } this.kifu_edit = function(x, y) { var ban_pos = this.get_banmen_pos(x, y); var koma = this.get_banmen_koma(ban_pos); if (ban_pos != -1) { // 盤面がクリックされた if (ban_pos == pick.before) return; if (pick.before != -1) { var kyokumen = self.get_kyokumen(); var option = kyokumen.can_put(ban_pos, pick.before, pick.koma); if (option != -1) { // 駒が置ける場合 if ((option & _opt.NARAZU) != 0 && confirm(_msg.NARI)) option ^= _opt.NARI | _opt.NARAZU; sasite_callback(new _sasite(ban_pos, pick.before, pick.koma, option)); return; } } if (koma != -1 && b_teban != (koma >= 16)) { // 駒があり、かつ手番なら pick.koma = koma; pick.before = ban_pos; this.clean_and_draw(); return; } return; } // 盤面がクリックされた var komadai_mode = this.get_komadai_mode(); if (komadai_mode != 1 && b_teban !== false && this.in_sente_mochigoma(x, y)) { // 先手の持ち駒がクリックされ、かつ手番なら if (pick.before == 81) pick.before = -1; this.set_komadai_mode(1); dai = this.get_sente_mochigoma(); this.clean_and_draw(); return; } else if (komadai_mode != 2 && b_teban !== true && this.in_gote_mochigoma(x, y)) { // 後手の持ち駒がクリックされ、かつ手番なら if (pick.before == 81) pick.before = -1; this.set_komadai_mode(2); dai = this.get_gote_mochigoma(); this.clean_and_draw(); return; } if (komadai_mode != 0 && this.in_komadai(x, y)) { // 駒台がクリックされた koma = this.get_komadai_koma(x, y); if (koma != -1) { pick.koma = koma; pick.before = 81; this.clean_and_draw(); } return; } // 駒台がクリックされた if (pick.before != -1) { // 盤の外 pick.before = -1; this.clean_and_draw(); } } var edit_mode = 0; this.on_banmen_edit = function() { return edit_mode == 1; } this.on_kifu_edit = function() { return edit_mode == 2; } this.edit_end = function() { edit_mode = 0; } this.banmen_edit_start = function() { edit_mode = 1 } this.kifu_edit_start = function() { edit_mode = 2; } _util.touched(this.get_canvas(), function(x, y) { if (edit_mode == 0) return; if (self.get_hanten()) { x = _val.VIEW_W - x; y = _val.VIEW_H - y; } if (edit_mode == 1) self.banmen_edit(x, y); else if (edit_mode == 2) self.kifu_edit(x, y); }); this.draw_komadai = function(komadai_mode) { if (komadai_mode == 0) return; var sign; var x, y; if (komadai_mode == 1) { sign = 1; y = _val.VIEW_H - _val.KOMADAI_H; } else { sign = -1; y = 0; } // 駒台領域に色を付ける this.set_transform(1, 1, 0, y); ctx.fillStyle = _color.KOMADAI; ctx.fillRect(0, 0, _val.VIEW_W, _val.KOMADAI_H); ctx.fillStyle = _color.KOMA; y += _val.KOMADAI_H / 2; dai_top = y - _val.KOMA_L / 2; dai_bottom = y + _val.KOMA_L / 2; // 駒の描画 var koma = (pick.before == 81) ? pick.koma % 8 : -1; ctx.textAlign = "left"; ctx.textBaseline = "middle"; var n; x = 0; this.set_transform(sign, sign, (sign > 0) ? dai_right : dai_left, y); for (var i = _koma.Fu; i <= _koma.Hi; i++) { // 歩から飛まで n = dai[i]; if (n == 0) continue; x -= 1.5 * _val.KOMA_L; if (i == koma) { ctx.fillStyle = _color.PICK; ctx.fillRect((n > 1) ? x : x + _val.KOMA_L / 4, -_val.KOMA_L / 2, _val.KOMA_L, _val.KOMA_L); ctx.fillStyle = _color.KOMA; } ctx.fillText(_koma.MOJI[i], (n > 1) ? x : x + _val.KOMA_L / 4, 0); } // 漢数字の描画 x = 0; this.set_transform(0.5 * sign, 0.5 * sign, (sign > 0) ? dai_right + _val.KOMA_L : dai_left - _val.KOMA_L, sign * _val.KOMA_L / 4 + y); for (var i = _koma.Fu; i <= _koma.Hi; i++) { // 歩から飛まで n = dai[i]; if (n == 0) continue; x -= 3 * _val.KOMA_L; if (n > 1) ctx.fillText(this.get_kansuuji_string(n), x, 0); } } this.get_komadai_koma = function(x, y) { if (x < dai_left || x >= dai_right || y < dai_top || y >= dai_bottom) return -1; x = Math.floor((x - dai_left) / (1.5 * _val.KOMA_L)); var komadai_mode = this.get_komadai_mode(); if (komadai_mode == 1) x = 6 - x; for (var i = _koma.Fu; i <= _koma.Hi; i++) { // 歩から飛まで if (dai[i] > 0) { if (x == 0) return (komadai_mode == 1) ? i : i + 16; x--; } } return -1; } }