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Welcome to the Chessboard component v1.0 for Delphi 2, Delphi 3 and
Borland C++ Builder !
version 1.11 - July 25th 1997
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Description:
The Chessboard component provides a customizable 2D Chessboard
that can keep track of a game and verify the legality of moves.
It allows the programmer to trap the following events:
LegalMove, Illegal Move, Capture, En Passant, Castling, Promotion,
Check, Mate, Stale Mate and Only Two Kings Left.
The colors, size, Pieces and Squares can be customized. The component
can be resized at runtime.
The Chessboard component comes with three files:
Chess.cpp (source file), Chess.h (header file) and Chess.txt
(current file).
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Installation of the component:
Start Delphi2, Delphi3 or Borland C++ Builder.
Select "Component", "Install" ,"Add" and
"Browse" and then browse to the file CHESS.PAS. The component will
appear on a new tab called Chess.
Note: Borland C++ Builder users can also choose for CHESS.CPP
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Product History:
version 1.11 - July 25th 1997
* Small bug in PAS file did not allow compiling of the component.
version 1.1 - July 23th 1997
* Fixed bug: Pieces were not displayed properly when being dragged
if the Chessboard were not the child of the form
* Fixed bug: The letters A-H were not displayed in the right position
if WhiteOnTop were TRUE
* Removed property Align because it was put there without the
intention.
* Added property Enabled, which allows to lock the Chessboard
* Added member function DrawChessPiece which allows displaying
of a chess piece outside of the component.
* Datatype Square is now being used consequently
version 1.0 - June 20th 1997
* Added PAS file for Delphi2 and Delphi3
version 1.0 - June 11th 1997
* initial version (C++ Builder only)
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Property Descriptions:
bool BoardLines
Boardlines: Boolean
Determines whether lines will be drawn
around the board and between the squares
TBitmap BorderBitmap
BorderBitmap: TBitmap
If assigned a value, this bitmap will be used to draw the border around
the board. BorderColor will then be ignored.
TColor BorderColor
BorderColor: TColor
Sets the color of the border. Will be visible only if no value has
been assigned to BorderBitmap.
CastleSet CastlingAllowed
CastlingAllowed: CastleSet
This set stores whether castling is still allowed for each king in each
direction. Example: CastleSet<<WhiteKingSide will allow short castling
for white while CastleSet>>BlackQueenSide will disable long castling
for Black.
TFont CoordFont
CoordFont: TFont
Sets the font eventually used to display the coordinates around the board.
int CurrentMove (read-only)
CurrentMove: Integer
Stores the current move of the game in the list. CurrentMove cannot be
modified directly. Use: GotoMove (int move, bool WhiteMoves);
to change its value.
TBitmap CustomPieceSet
CustomPieceSet: TBitmap
If assigned a legal value (that is a bitmap with a Width of
1.5 times its Height) this bitmap will be used as the new piece set
instead of the default The bitmap should consist of 6 x 4 smaller square
bitmaps of equal size. The order of the pieces should be: pawn, knight,
bishop, rook, queen and king. The first row represents the white pieces,
the third row represents the black pieces. The second and fourth row
should be monochrome and will be used to determine the mask of the white
and black pieces respectively. The pieces will not be shown in the place
where the mask bitmap contains a non-zero value. This allows transparent
drawing of the pieces on the board.
CoordSet DisplayCoords
DisplayCoords: CoordSet
Determines whether coordinates are being displayed around the screen.
Examples: DisplayCoords<<West will display coordinates on the left of
the board. DisplayCoords>>East will make disappear coordinates at the
right of the board.
Square EnPassant
EnPassant: Square
if EnPassant doesn't equal None, it contains the square on which
an EnPassant capture can take place. If white moves for instance
E2-E4, EnPassant will be set to the value E3 (on which the pawn
can be taken). Legal values are: A3-H3, A6-H6
TPen LineStyle
LineStyle: TPen
Contains the linestyle eventually used to display lines between
the squares and around the board.
String Position
Position: String
The contents of the board are stored in this string which is
always 64 characters long. The board is stored from square
A8 through H8 to H1. Each character represents a piece on the
board. The characters P, N, B, R, Q, K represent the pawn
knight, bishop, rook, queen and king respectively.
White pieces are uppercased, black pieces lowercased. Empty
squares are represented by spaces.
To quickly initialize a standard setup, fill the string
with 'init'.
bool Resizable
Resizable: Boolean
Determines whether the ChessBoard can be resized. If TRUE,
when the user moves the cursor over the right-down corner,
the shape of the cursor will change and allow the ChessBoard
to be resized. The resizing does not yet happen flicker-free.
int ResizeMinSize
ResizeMinSize: Integer
The minimum allowed size of the ChessBoard (it's Width and Height)
while it is in the resizing state.
int ResizeMaxSize
ResizeMaxSize: Integer
The maximum allowed size of the ChessBoard (it's Width and Height)
while it is in the resizing state.
int SizeOfBorder
SizeOfBorder: Integer
Determines the width of the border around the board. Changing its
value may change the size of the chessboard as well. (Width and Height)
int SizeOfSquare
SizeOfSquare: Integer
Determines the squaresize. Changing its value may change the size of
the chessboard as well. (Width and Height)
TColor SquareColorDark
SquareColorDark: TColor
The color of the dark squares. Will be visible only if no value has
been assigned to SquareDark.
TColor SquareColorLight
SquareColorLight: TColor
The color of the light squares. Will be visible only if no value has
been assigned to SquareLight.
TBitmap SquareDark
SquareDark: TBitmap
If assigned a value, this bitmap will be used to draw the border around
the board to display the dark squares. SquareColorDark will then be
ignored.
TBitmap SquareLight
SquareLight: TBitmap
If assigned a value, this bitmap will be used to display the light
squares. SquareColorLight will then be ignored.
StandardSet StandardSize
StandardSize: StandardSet
Sets the size of the standard pieceset. The standard pieceset will
only be used if no value has been assigned to CustomPieceSet.
Legal values are: size32, size40, size64 and size80
bool WhiteOnTop
WhiteOnTop: Boolean
Controls whether the white pieces are being
displayed on top of the board. Use: WhiteOnTop=!WhiteOnTop to flip the
board.
bool WhiteToMove
WhiteToMove: Boolean
Readonly. Sets the turn to white if TRUE and to black if FALSE;
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Methods of the Public Interface:
-Pieces can contain the following (char) values:
p,b,n,r,q or k for a black pawn, knight bishop, rook queen or king
P,B,N,R,Q or K for a white pawn, knight bishop, rook queen or king
bool __fastcall BlackInCheckAfter(Square oldSq, Square newSq)
function BlackInCheckAfter(oldsq, newsq: Square): Boolean
returns TRUE if black is in check after the indicated move
bool __fastcall ClearSquare(int sqn)
function ClearSquare(sq: Square): Boolean
will empty the square with number sqn
static int inline __fastcall ColorOfPiece (char piece)
function ColorOfPiece (piece: Char): Integer
returns BLACK (0) or WHITE (1) if piece is a legal piece
otherwise NOPIECE (-1)
static int inline __fastcall ColorOfSquare (Square sqno)
function ColorOfSquare (sq: Square): Integer
returns BLACK or WHITE according to the color of square sqno.
void __fastcall DrawChessPiece(TCanvas *canvas, int x, int y,char piece)
procedure DrawChessPiece (canvas: TCanvas; x,y: Integer; piece: Char)
Draws the Chess piece, indicated by 'piece' on the given canvas,
at the given offset (x,y).
This method uses some kind of MaskBlt, and draws only in the place
where the mask has its bits set so drawing on a patterned surface
is possible.
MoveInfo& __fastcall GetMove (int moveno, bool WhiteMoves)
function GetMove (moveno: Integer; whiteMoves: Boolean): MoveInfo
Returns a MoveInfo structure filled with the information
about the indicated move. Returns a structure with all
zero values and an initial position in the case the
move could not be found in the movelist.
TStringList* __fastcall GetMoveList (void)
function GetMoveList: TStringList
Returns a TStringList with all the moves of the current game.
bool __fastcall GotoMove (int moveno, bool WhiteMoves)
function GotoMove (moveno: Integer; whiteMoves:Boolean): Boolean
Jump to the indicated move in the game and
set the position accordingly. Returns FALSE if
the move cannot be found in the movelist.
bool __fastcall LegalMoveAvailable (void)
function LegalMoveAvailable: Boolean;
Returns TRUE if a move can be made from the current position.
static Square inline __fastcall MouseToSquare (int x, int y)
function MouseToSquare (x, y: Integer): Square;
converts coordinates to a square value.
For instance CoordsToSquare (1,4) will return A4.
bool __fastcall Move (Square oldSq, Square newSq)
function Move (oldsq, newsq: Square): Boolean
will make a move and return TRUE if the move is legal.
The move will be both displayed on the board and registered in
memory. For castling: pass the move of the king.
Example: Move (E2,E4)
bool __fastcall MoveBackward (void)
function MoveBackward: Boolean
Moves backward in the list of played moves and sets the position
accordingly. Returns FALSE if there's no move available.
void __fastcall MoveForward (void)
function MoveForward: Boolean
Moves forward in the list of played moves and sets the position
accordingly. Returns FALSE if there's no move available.
void __fastcall NewGame(void)
procedure NewGame
Resets the position to the initial state.
bool __fastcall SetUpPosition (MoveInfo &pos, int moveno, bool whitemoves)
function SetUpPosition (pos: MoveInfo; moveno: Integer; whiteMoves:Boolean): Boolean
Sets up the ChessBoard according to a given position. The first
move in the game will be moveno.
void __fastcall UpdateChessBoard (String oldpos)
procedure UpdateChessBoard (char *oldpos);
Ensures all pieces are displayed on the right position.
Can be used if you change property Position manually.
bool __fastcall WhiteInCheckAfter(Square oldsq, Square newsq)
function WhiteInCheckAfter(oldsq, newsq: Square):Boolean
returns TRUE if white is in check after the indicated move
Square __fastcall WindowToSquare (int x, int y)
function WindowToSquare (x, y: Integer): Square
returns the square at the position of (x,y).
x and y must be relative to the current window.
static int inline __fastcall XPos (int sqno)
function XPos (sq: Square): Integer
returns the x-Coordinate (as an integer number in the range 1-8)
of the square.
static int inline __fastcall YPos (int sqno)
function YPos (sq: Square): Integer
returns the x-Coordinate (as an integer number in the range 1-8)
of the square.
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Event Handlers:
The following event handlers can be used.
virtual void __fastcall Capture (System::TObject *Sender,
int oldSq, int newSq, char CapturedPiece)
procedure Capture (Sender: TObject;oldSq,newSq: Square;CapturedPiece:Char)
virtual void __fastcall Castle (System::TObject *Sender, Square oldSq,
Square newSq)
procedure Castle (Sender: TObject;oldSq,newSq: Square)
virtual void __fastcall Check (System::TObject *Sender,
Square oldSq, Square newSq)
procedure Check (Sender: TObject; oldSq, newSq: Square)
virtual void __fastcall Click(void)
procedure Click; override
virtual void __fastcall DragCanceled(void)
procedure DragCanceled; override;
virtual void __fastcall DragDrop(System::TObject *Source,int X, int Y)
procedure DragDrop(Source: TObject;X,Y: Integer);override
virtual void __fastcall DragOver(System::TObject* Source, int X, int Y,
TDragState State, bool &Accept )
procedure DragOver(Source: TObject;X,Y: Integer; State: TDragState;var Accept: Boolean );override
virtual void __fastcall EndDrag(bool drop)
procedure EndDrag(drop:Boolean)
virtual void __fastcall IllegalMove (System::TObject *Sender, Square sq)
procedure IllegalMove (Sender:TObject; sq: Square)
virtual void __fastcall LegalMove (System::TObject *Sender,
Square oldSq, Square newSq)
procedure LegalMove (Sender:TObject;oldSq,newSq: Square)
virtual void __fastcall Mate (System::TObject *Sender,
Square oldSq, Square newSq)
procedure Mate (Sender:TObject; oldSq,newSq: Square)
virtual void __fastcall MouseDown(TMouseButton Button,
Classes::TShiftState Shift, int X, int Y)
procedure MouseDown(Button:TMouseButton; Shift:TShiftState;X,Y: Integer); override
virtual void __fastcall MouseMove(Classes::TShiftState Shift, int X, int Y)
procedure MouseMove(Shift:TShiftState; X,Y: Integer); override
virtual void __fastcall MouseUp(TMouseButton Button,
Classes::TShiftState Shift, int X, int Y)
procedure MouseUp(Button: TMouseButton; Shift: TShiftState; X,Y: Integer);override
virtual void __fastcall OnlyTwoKingsLeft (System::TObject *Sender)
procedure OnlyTwoKingsLeft (Sender:TObject)
virtual void __fastcall Paint(void)
procedure Paint; override
virtual void __fastcall Promotion
(System::TObject *Sender, Square oldSq, Square newSq, char &NewPiece)
procedure Promotion (Sender: TObject;oldSq,newSq: Square; var NewPiece: Char)
Note: you can choose your piece by assigning a new value to NewPiece.
virtual void __fastcall StaleMate (System::TObject *Sender,
Square oldSq, Square newSq)
procedure StaleMate (Sender: TObject; oldSq,newSq: Square)
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Copyright, Liability and Author:
The Chessboard component may be freely used and distributed by anyone.
The author does not accept liability for the software in any way.
Note that the standard pieceset that's being used comes straight out of
Fritz4 for I thought I would never be able to design such clear and charming
pieces. So take care not to break any laws with copyrighted material.
If you would like to receive some Chess pieces from some other popular
Chess programs, just drop me a line, which you can do as well if you
have any bug reports, comments, suggestions, or wanted features:
Daniel Terhell
Amsterdam
Tel: +31 20 4866128
[email protected]
http://ourworld.compuserve.com/homepages/kr8m8pr8
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