📄 graphics.h
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/********************************************************************/
/********************************************************************/
/***** *****/
/***** L A B C E N T E R E L E C T R O N I C S *****/
/***** *****/
/***** PROTEUS VSM GNU CHESS SAMPLE *****/
/***** *****/
/***** Main Header *****/
/***** *****/
/********************************************************************/
/********************************************************************/
// Portability types:
#define VOID void
typedef float FLOAT;
typedef double DOUBLE;
typedef char CHAR;
typedef short SHORT;
typedef int INT;
typedef int BOOL;
typedef unsigned long FLAG;
typedef unsigned long LWORD;
typedef unsigned long DWORD;
typedef unsigned UINT;
typedef long LONG;
typedef unsigned char BYTE;
typedef unsigned short WORD;
// System Types
typedef BYTE COORD;
typedef COORD LOC[2];
typedef BYTE PIECE;
typedef BYTE BOARD[8][8];
typedef VOID (*FUNCPTR) (LOC,BOOL);
typedef BYTE MASK[8];
// Booleans
#define TRUE 1
#define FALSE 0
// Codes for chess piece tokens
#define EMPTY 0
#define PAWN 1
#define ROOK 2
#define KNIGHT 3
#define BISHOP 4
#define QUEEN 5
#define KING 6
#define WHITE 0
#define BLACK 8
// Codes for function buttons
#define BTN_NEW 0x01
#define BTN_SAVE 0x02
#define BTN_LOAD 0x04
#define BTN_GO 0x08
#define BTN_ALL 0x0F
// Translate coords into 0-based index.
#define getindex(r,c) (r * 8) + c;
// Translate index into coords.
#define getcoord(r,c,i) r = i/8; c = i%8;
// Determine the type of piece.
#define piecetype(p) (p & 0x07)
//Boolean - True if piece is opponents, false if not.
#define is_opp_piece(r,c,p) ((((board[r][c] & 0x08) >> 3) ^ ((p & 0x08) >> 3)) && (board[r][c]))
//Boolean - True if move is valid, false if not.
#define is_valid_move(r,c) (validmovemask[r] & (1 << c))
// Touch Panel Interface
VOID panel_init (VOID);
VOID panel_cls (VOID);
VOID panel_update (COORD row, COORD col, PIECE p);
BOOL panel_getmove (INT colour, LOC from, LOC to);
WORD panel_pollbtns();
BOOL panel_polltty();
BOOL panel_save();
BOOL panel_load();
CHAR *panel_getEPD ();
// Mid level (not called directly)
VOID panel_draw (COORD row, COORD col, PIECE p);
VOID panel_blit (COORD row, COORD col, const BYTE *sprite);
VOID panel_invert (LOC loc, BOOL flag);
// Sound Effects Interface
VOID sound_yourmove ();
VOID sound_mymove ();
VOID sound_illegal ();
VOID sound_capture();
VOID sound_youwin();
VOID sound_iwin();
VOID sound_tone (WORD period, WORD cycles);
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