File size: 9,576 Bytes
57f1366
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
import customtkinter as ctk
import chess

class BoardUI(ctk.CTkFrame):
    def __init__(self, master, game_state, **kwargs):
        super().__init__(master, **kwargs)
        self.game_state = game_state
        self.canvas = ctk.CTkCanvas(self, bg="#302E2B", highlightthickness=0)
        self.canvas.pack(fill="both", expand=True)
        
        self.square_size = 50  # Will be recalculated on resize
        self.selected_square = None
        self.pieces = {}
        self.flipped = False  # Board orientation
        self.edit_mode = False
        self.selected_edit_piece = None  # Piece to place in edit mode (None = Delete)
        self.last_analysis_moves = [] # cache for redrawing arrows
        
        self.canvas.bind("<Button-1>", self.on_click)
        self.canvas.bind("<Configure>", self.on_resize)
        
    def on_resize(self, event):
        # Calculate square size based on available space (use smaller dimension)
        size = min(event.width, event.height)
        self.square_size = size // 8
        self.draw_board()

    def get_visual_coords(self, file, rank):
        """Convert chess file/rank to visual coordinates accounting for flip."""
        if self.flipped:
            visual_file = 7 - file
            visual_rank = rank  # When flipped, rank 0 (row 1) is at top
        else:
            visual_file = file
            visual_rank = 7 - rank  # Normal: rank 7 (row 8) is at top
        return visual_file, visual_rank

    def get_chess_square_from_visual(self, visual_file, visual_rank):
        """Convert visual coordinates to chess square."""
        if self.flipped:
            file = 7 - visual_file
            rank = visual_rank
        else:
            file = visual_file
            rank = 7 - visual_rank
        return chess.square(file, rank)

    def draw_board(self):
        self.canvas.delete("all")
        colors = ["#EBECD0", "#779556"]  # Light, Dark squares
        
        # Center the board if window is not square
        canvas_w = self.canvas.winfo_width()
        canvas_h = self.canvas.winfo_height()
        board_size = self.square_size * 8
        offset_x = (canvas_w - board_size) // 2
        offset_y = (canvas_h - board_size) // 2
        
        self.offset_x = max(0, offset_x)
        self.offset_y = max(0, offset_y)
        
        for visual_rank in range(8):
            for visual_file in range(8):
                color = colors[(visual_rank + visual_file) % 2]
                x1 = self.offset_x + visual_file * self.square_size
                y1 = self.offset_y + visual_rank * self.square_size
                x2 = x1 + self.square_size
                y2 = y1 + self.square_size
                
                self.canvas.create_rectangle(x1, y1, x2, y2, fill=color, outline="")
                
                # Get chess square for this visual position
                chess_square = self.get_chess_square_from_visual(visual_file, visual_rank)
                piece = self.game_state.board.piece_at(chess_square)
                
                if piece:
                    self.draw_piece(x1, y1, piece)
        
        # Highlight King if in Check
        if self.game_state.board.is_check():
            self.highlight_king_check()
            
        if self.selected_square is not None:
             self.highlight_square(self.selected_square)

        # Redraw arrows if they exist
        if self.last_analysis_moves:
             self.display_analysis(self.last_analysis_moves, cache=False)

    def draw_piece(self, x, y, piece):
        symbol = piece.unicode_symbol()
        font_size = int(self.square_size * 0.7)
        fill_color = "#1a1a1a" if piece.color == chess.BLACK else "#ffffff"
        
        # Add shadow for better visibility
        shadow_offset = max(1, int(self.square_size * 0.02))
        self.canvas.create_text(
            x + self.square_size/2 + shadow_offset, 
            y + self.square_size/2 + shadow_offset,
            text=symbol, 
            font=("Segoe UI Symbol", font_size, "bold"), 
            fill="gray30"
        )
        self.canvas.create_text(
            x + self.square_size/2, 
            y + self.square_size/2,
            text=symbol, 
            font=("Segoe UI Symbol", font_size, "bold"), 
            fill=fill_color
        )
        
    def highlight_king_check(self):
        """Highlight the King's square in red if in check."""
        king_square = self.game_state.board.king(self.game_state.board.turn)
        if king_square is not None:
             file = chess.square_file(king_square)
             rank = chess.square_rank(king_square)
             visual_file, visual_rank = self.get_visual_coords(file, rank)
             
             x1 = self.offset_x + visual_file * self.square_size
             y1 = self.offset_y + visual_rank * self.square_size
             x2 = x1 + self.square_size
             y2 = y1 + self.square_size
             
             # Create a red glow/border
             self.canvas.create_oval(x1+2, y1+2, x2-2, y2-2, outline="#FF0000", width=4, tag="check")
             self.canvas.create_rectangle(x1, y1, x2, y2, fill="red", stipple="gray25", outline="")

    def highlight_square(self, square):
        file = chess.square_file(square)
        rank = chess.square_rank(square)
        visual_file, visual_rank = self.get_visual_coords(file, rank)
        
        x1 = self.offset_x + visual_file * self.square_size
        y1 = self.offset_y + visual_rank * self.square_size
        x2 = x1 + self.square_size
        y2 = y1 + self.square_size
        
        self.canvas.create_rectangle(x1, y1, x2, y2, fill="yellow", stipple="gray50", outline="gold", width=2)

    def on_click(self, event):
        # Adjust for offset
        adj_x = event.x - getattr(self, 'offset_x', 0)
        adj_y = event.y - getattr(self, 'offset_y', 0)
        
        if adj_x < 0 or adj_y < 0:
            return
            
        visual_file = int(adj_x // self.square_size)
        visual_rank = int(adj_y // self.square_size)
        
        if visual_file < 0 or visual_file > 7 or visual_rank < 0 or visual_rank > 7:
            return
        
        chess_square = self.get_chess_square_from_visual(visual_file, visual_rank)
        
        if self.edit_mode:
            # Edit Mode Logic
            self.game_state.set_piece(chess_square, self.selected_edit_piece)
            self.draw_board()
            return

        # Normal Play Logic
        if self.selected_square is None:
            piece = self.game_state.board.piece_at(chess_square)
            if piece and piece.color == self.game_state.board.turn:
                self.selected_square = chess_square
                self.draw_board()
        else:
            # Try to move
            move = chess.Move(self.selected_square, chess_square)
            # Check for promotion
            piece_at_start = self.game_state.board.piece_at(self.selected_square)
            if piece_at_start and piece_at_start.piece_type == chess.PAWN:
                if (self.game_state.board.turn == chess.WHITE and chess.square_rank(chess_square) == 7) or \
                   (self.game_state.board.turn == chess.BLACK and chess.square_rank(chess_square) == 0):
                    move = chess.Move(self.selected_square, chess_square, promotion=chess.QUEEN)

            if move in self.game_state.board.legal_moves:
                self.game_state.board.push(move)
                self.selected_square = None
                self.draw_board()
                self.master.event_generate("<<MoveMade>>")
            else:
                piece = self.game_state.board.piece_at(chess_square)
                if piece and piece.color == self.game_state.board.turn:
                    self.selected_square = chess_square
                    self.draw_board()
                else:
                    self.selected_square = None
                    self.draw_board()

    def draw_arrow(self, start_sq, end_sq, color="#00FF00", width=4):
        # Get visual coordinates for arrow
        start_file = chess.square_file(start_sq)
        start_rank = chess.square_rank(start_sq)
        end_file = chess.square_file(end_sq)
        end_rank = chess.square_rank(end_sq)
        
        start_vf, start_vr = self.get_visual_coords(start_file, start_rank)
        end_vf, end_vr = self.get_visual_coords(end_file, end_rank)
        
        x1 = self.offset_x + start_vf * self.square_size + self.square_size // 2
        y1 = self.offset_y + start_vr * self.square_size + self.square_size // 2
        x2 = self.offset_x + end_vf * self.square_size + self.square_size // 2
        y2 = self.offset_y + end_vr * self.square_size + self.square_size // 2
        
        self.canvas.create_line(x1, y1, x2, y2, fill=color, width=width, arrow="last", arrowshape=(16, 20, 6), tag="arrow")

    def display_analysis(self, top_moves, cache=True):
        if cache:
             self.last_analysis_moves = top_moves
             
        self.canvas.delete("arrow")
        
        colors = ["#00FF00", "#00FFFF", "#FFFF00"]
        
        for i, move_data in enumerate(top_moves):
            if i >= len(colors):
                break
            move = move_data["move"]
            self.draw_arrow(move.from_square, move.to_square, color=colors[i], width=6 - i)