refactor(gui): 拆分大型 GUI 模块为多个功能文件

将单一的 gui.c 文件拆分为 gui_core.c、gui_draw.c、gui_game.c 和 gui_replay.c,并引入 gui_internal.h 作为内部头文件。更新 Makefile 以包含新的源文件。同时修复了复盘模式中主菜单的隐藏时机,并改进了记录文件的加载逻辑以更安全地处理 CSV 解析。

- 提取核心 GUI 初始化、事件循环和坐标转换到 gui_core.c
- 分离绘图功能(棋盘、棋子)到 gui_draw.c
- 将游戏逻辑(PvP/PvE)移动到 gui_game.c
- 独立复盘功能到 gui_replay.c,优化文件选择流程
- 修复 btn_replay_cb 中过早隐藏主菜单的问题
- 增强 load_game_from_file 的健壮性,使用 sscanf 替代 fscanf 并改进行处理
This commit is contained in:
2026-03-17 17:13:46 +08:00
parent dd2b6fd903
commit 0c9cfba81b
11 changed files with 952 additions and 857 deletions
+3 -1
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@@ -24,7 +24,9 @@ BIN_DIR = bin
# 源文件 # 源文件
COMMON_SOURCES = $(SRC_DIR)/gobang.c $(SRC_DIR)/ai.c $(SRC_DIR)/config.c \ COMMON_SOURCES = $(SRC_DIR)/gobang.c $(SRC_DIR)/ai.c $(SRC_DIR)/config.c \
$(SRC_DIR)/globals.c \ $(SRC_DIR)/globals.c \
$(SRC_DIR)/network.c $(SRC_DIR)/record.c $(SRC_DIR)/gui.c \ $(SRC_DIR)/network.c $(SRC_DIR)/record.c \
$(SRC_DIR)/gui_core.c $(SRC_DIR)/gui_draw.c \
$(SRC_DIR)/gui_game.c $(SRC_DIR)/gui_replay.c \
$(SRC_DIR)/gui_menu.c $(SRC_DIR)/gui_menu.c
# 目标文件 (src/xxx.c -> obj/xxx.o) # 目标文件 (src/xxx.c -> obj/xxx.o)
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BIN
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+40
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@@ -0,0 +1,40 @@
#ifndef GUI_INTERNAL_H
#define GUI_INTERNAL_H
#include <iup.h>
// 全局变量声明 (在 gui_core.c 中定义)
extern Ihandle *dlg;
extern Ihandle *board_canvas;
extern Ihandle *lbl_player;
extern Ihandle *lbl_status;
extern int gui_loop_running;
extern int gui_game_mode; // 0: PvP, 1: PvE, 2: Replay
extern int replay_total_steps; // 复盘总步数
// 绘图函数 (在 gui_draw.c 中定义)
void set_draw_color(Ihandle *ih, unsigned char r, unsigned char g, unsigned char b);
void draw_board_iup(Ihandle *ih);
void draw_stones_iup(Ihandle *ih);
// 核心功能 (在 gui_core.c 中定义)
void update_ui_labels();
int screen_to_board(int screen_x, int screen_y, int *board_x, int *board_y);
// 游戏窗口 (在 gui_game.c 中定义)
void create_game_window();
int action_cb(Ihandle *ih);
int button_cb(Ihandle *ih, int button, int pressed, int x, int y, char *status);
int k_any_cb(Ihandle *ih, int c);
int btn_back_cb(Ihandle *ih);
int btn_undo_cb(Ihandle *ih);
int btn_save_cb(Ihandle *ih);
// 复盘功能 (在 gui_replay.c 中定义)
void select_replay_file_gui();
int btn_replay_prev_cb(Ihandle *ih);
int btn_replay_next_cb(Ihandle *ih);
int btn_replay_sel_ok_cb(Ihandle *ih);
int btn_replay_sel_cancel_cb(Ihandle *ih);
#endif // GUI_INTERNAL_H
-845
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@@ -1,845 +0,0 @@
/**
* @file gui.c
* @brief 图形化用户界面实现文件
* @note 使用IUP库实现五子棋的图形化界面
* @author 刘航宇
* @date 2025-01-15
*/
#include "gui.h"
#include <iup.h>
#include <iupdraw.h>
#include "globals.h"
#include "gobang.h"
#include "gui_menu.h"
#include "ai.h"
#include "record.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
static Ihandle *dlg = NULL;
static Ihandle *board_canvas = NULL; // 重命名为 board_canvas
static Ihandle *lbl_player = NULL;
static Ihandle *lbl_status = NULL;
static int gui_loop_running = 0;
static int gui_game_mode = 0; // 0: PvP, 1: PvE, 2: Replay
static int replay_total_steps = 0; // 为了复盘而记录的总步数
// 回调函数
static int action_cb(Ihandle *ih);
static int button_cb(Ihandle *ih, int button, int pressed, int x, int y, char *status);
static int k_any_cb(Ihandle *ih, int c);
void create_game_window(); // 移除前向声明
static int btn_replay_sel_ok_cb(Ihandle *ih);
static int btn_replay_sel_cancel_cb(Ihandle *ih);
// 辅助函数:设置绘图颜色
static void set_draw_color(Ihandle *ih, unsigned char r, unsigned char g, unsigned char b)
{
char color[32];
sprintf(color, "%d %d %d", r, g, b);
IupSetAttribute(ih, "DRAWCOLOR", color);
}
// 绘制棋盘
static void draw_board_iup(Ihandle *ih)
{
set_draw_color(ih, 0, 0, 0); // Black
IupSetAttribute(ih, "DRAWSTYLE", "STROKE");
for (int i = 0; i < BOARD_SIZE; i++)
{
// 横线
IupDrawLine(ih,
BOARD_OFFSET_X,
BOARD_OFFSET_Y + i * CELL_SIZE,
BOARD_OFFSET_X + (BOARD_SIZE - 1) * CELL_SIZE,
BOARD_OFFSET_Y + i * CELL_SIZE);
// 竖线
IupDrawLine(ih,
BOARD_OFFSET_X + i * CELL_SIZE,
BOARD_OFFSET_Y,
BOARD_OFFSET_X + i * CELL_SIZE,
BOARD_OFFSET_Y + (BOARD_SIZE - 1) * CELL_SIZE);
}
// 星位/天元
IupSetAttribute(ih, "DRAWSTYLE", "FILL");
int stars[] = {3, 7, 11}; // 15路棋盘的星位坐标
if (BOARD_SIZE == 15)
{
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
{
int cx = BOARD_OFFSET_X + stars[i] * CELL_SIZE;
int cy = BOARD_OFFSET_Y + stars[j] * CELL_SIZE;
IupDrawRectangle(ih, cx - 3, cy - 3, cx + 3, cy + 3);
}
}
}
else
{
int center = BOARD_SIZE / 2;
int cx = BOARD_OFFSET_X + center * CELL_SIZE;
int cy = BOARD_OFFSET_Y + center * CELL_SIZE;
IupDrawRectangle(ih, cx - 3, cy - 3, cx + 3, cy + 3);
}
}
// 绘制棋子
static void draw_stones_iup(Ihandle *ih)
{
for (int i = 0; i < BOARD_SIZE; i++)
{
for (int j = 0; j < BOARD_SIZE; j++)
{
if (board[i][j] != EMPTY)
{
int cx = BOARD_OFFSET_X + j * CELL_SIZE; // j是x坐标(列)
int cy = BOARD_OFFSET_Y + i * CELL_SIZE; // i是y坐标(行)
if (board[i][j] == PLAYER)
{
// 黑子
set_draw_color(ih, 0, 0, 0);
IupSetAttribute(ih, "DRAWSTYLE", "FILL");
IupDrawArc(ih, cx - STONE_RADIUS, cy - STONE_RADIUS, cx + STONE_RADIUS, cy + STONE_RADIUS, 0.0, 360.0);
}
else
{
// 白子
set_draw_color(ih, 255, 255, 255);
IupSetAttribute(ih, "DRAWSTYLE", "FILL");
IupDrawArc(ih, cx - STONE_RADIUS, cy - STONE_RADIUS, cx + STONE_RADIUS, cy + STONE_RADIUS, 0.0, 360.0);
set_draw_color(ih, 0, 0, 0);
IupSetAttribute(ih, "DRAWSTYLE", "STROKE");
IupDrawArc(ih, cx - STONE_RADIUS, cy - STONE_RADIUS, cx + STONE_RADIUS, cy + STONE_RADIUS, 0.0, 360.0);
}
}
}
}
// 标记最后落子位置 (红色小点)
if (step_count > 0 && step_count <= MAX_STEPS)
{
// 绘制最后一步的标记
// 最后一步的坐标是 steps[step_count-1]
// 所以 step_count-1 是最后一步的索引
// 所以 steps[step_count-1] 是最后一步
Step last = steps[step_count - 1];
int cx = BOARD_OFFSET_X + last.y * CELL_SIZE;
int cy = BOARD_OFFSET_Y + last.x * CELL_SIZE;
set_draw_color(ih, 255, 0, 0);
IupSetAttribute(ih, "DRAWSTYLE", "FILL");
IupDrawRectangle(ih, cx - 3, cy - 3, cx + 3, cy + 3);
}
}
// 屏幕坐标转棋盘坐标
int screen_to_board(int screen_x, int screen_y, int *board_x, int *board_y)
{
int rel_x = screen_x - BOARD_OFFSET_X;
int rel_y = screen_y - BOARD_OFFSET_Y;
*board_x = (rel_y + CELL_SIZE / 2) / CELL_SIZE; // 注意:行号对应y
*board_y = (rel_x + CELL_SIZE / 2) / CELL_SIZE; // 列号对应x
return (*board_x >= 0 && *board_x < BOARD_SIZE &&
*board_y >= 0 && *board_y < BOARD_SIZE);
}
// 更新UI标签状态
static void update_ui_labels()
{
if (lbl_player)
{
if (gui_game_mode == 2) // Replay
{
char buffer[64];
sprintf(buffer, "进度: %d / %d", step_count, replay_total_steps);
IupSetAttribute(lbl_player, "TITLE", buffer);
}
else
{
if (current_player_gui == PLAYER)
IupSetAttribute(lbl_player, "TITLE", "当前玩家: 黑子 (玩家)");
else
IupSetAttribute(lbl_player, "TITLE", "当前玩家: 白子 (AI/玩家2)");
}
}
if (lbl_status)
{
IupSetAttribute(lbl_status, "TITLE", status_message);
}
}
/**
* @brief 显示消息
*/
void show_message(const char *message)
{
strncpy(status_message, message, sizeof(status_message) - 1);
status_message[sizeof(status_message) - 1] = '\0';
update_ui_labels();
printf("%s\n", message);
}
// ACTION 回调:负责重绘
static int action_cb(Ihandle *ih)
{
IupDrawBegin(ih);
int w, h;
IupGetIntInt(ih, "DRAWSIZE", &w, &h);
set_draw_color(ih, 240, 217, 181); // 棋盘背景色 (木纹色近似)
IupSetAttribute(ih, "DRAWSTYLE", "FILL");
IupDrawRectangle(ih, 0, 0, w, h);
draw_board_iup(ih);
draw_stones_iup(ih);
IupDrawEnd(ih);
return IUP_DEFAULT;
}
// 悔棋按钮回调
static int btn_undo_cb(Ihandle *ih)
{
(void)ih;
if (game_over)
return IUP_DEFAULT;
int steps_to_undo = 1;
if (gui_game_mode == 1) // PvE
{
steps_to_undo = 2; // 悔棋两步(玩家+AI
}
if (step_count >= steps_to_undo)
{
return_move(steps_to_undo);
// 更新当前玩家
if (step_count % 2 == 0)
current_player_gui = PLAYER;
else
current_player_gui = AI; // or PLAYER2
sprintf(status_message, "已悔棋");
update_ui_labels();
IupUpdate(board_canvas);
}
else
{
sprintf(status_message, "无法悔棋");
update_ui_labels();
}
return IUP_DEFAULT;
}
// 保存按钮回调
static int btn_save_cb(Ihandle *ih)
{
(void)ih;
Ihandle *file_dlg = IupFileDlg();
IupSetAttribute(file_dlg, "DIALOGTYPE", "SAVE");
IupSetAttribute(file_dlg, "TITLE", "保存游戏记录");
IupSetAttribute(file_dlg, "FILTER", "*.csv");
IupSetAttribute(file_dlg, "FILTERINFO", "CSV Files");
IupPopup(file_dlg, IUP_CENTER, IUP_CENTER);
if (IupGetInt(file_dlg, "STATUS") != -1)
{
char *filename = IupGetAttribute(file_dlg, "VALUE");
char *base_name = strrchr(filename, '\\');
if (!base_name)
base_name = strrchr(filename, '/');
if (base_name)
base_name++;
else
base_name = filename;
int mode = (gui_game_mode == 0) ? GAME_MODE_PVP : GAME_MODE_AI;
if (save_game_to_file(base_name, mode) == 0)
{
sprintf(status_message, "保存成功: %s", base_name);
}
else
{
sprintf(status_message, "保存失败");
}
update_ui_labels();
}
IupDestroy(file_dlg);
return IUP_DEFAULT;
}
// Replay Prev Callback
static int btn_replay_prev_cb(Ihandle *ih)
{
(void)ih;
if (step_count > 0)
{
step_count--;
Step s = steps[step_count];
board[s.x][s.y] = EMPTY;
sprintf(status_message, "回退一步");
update_ui_labels();
IupUpdate(board_canvas);
}
return IUP_DEFAULT;
}
// Replay Next Callback
static int btn_replay_next_cb(Ihandle *ih)
{
(void)ih;
if (step_count < replay_total_steps && step_count >= 0) // Ensure step_count is valid
{
Step s = steps[step_count];
board[s.x][s.y] = s.player;
step_count++;
sprintf(status_message, "前进一步");
update_ui_labels();
IupUpdate(board_canvas);
}
return IUP_DEFAULT;
}
// 返回菜单回调
static int btn_back_cb(Ihandle *ih)
{
(void)ih;
printf("DEBUG: Back to Menu clicked\n");
// 1. Show main menu FIRST
show_main_menu();
printf("DEBUG: Main menu shown\n");
// 2. Destroy game window
// Important: We must destroy the game window to free resources and potentially stop its event loop contribution.
// But we must NOT close the application.
// If we only Hide, it stays in memory.
// If we Destroy, it's gone.
if (dlg)
{
// IupHide(dlg); // Hiding is safer if Destroy causes loop exit
// printf("DEBUG: Hiding game window\n");
Ihandle *old_dlg = dlg;
dlg = NULL; // Clear global pointer first
IupDestroy(old_dlg);
printf("DEBUG: Destroyed game window\n");
}
return IUP_IGNORE; // Return IUP_IGNORE to prevent default processing (like closing if CLOSE_CB)
}
// 鼠标点击回调
static int button_cb(Ihandle *ih, int button, int pressed, int x, int y, char *status)
{
(void)status; // Unused
if (gui_game_mode == 2)
return IUP_DEFAULT; // Replay mode: disable clicks
if (button == IUP_BUTTON1 && pressed)
{ // 左键按下
if (game_over)
return IUP_DEFAULT;
int board_x, board_y;
if (screen_to_board(x, y, &board_x, &board_y))
{
if (have_space(board_x, board_y))
{
// 执行落子操作
if (player_move(board_x, board_y, current_player_gui))
{
// 检查是否获胜
if (check_win(board_x, board_y, current_player_gui))
{
game_over = 1;
if (current_player_gui == PLAYER)
{
sprintf(status_message, "黑子获胜!");
IupMessage("游戏结束", "黑子获胜!");
}
else
{
sprintf(status_message, "白子获胜!");
IupMessage("游戏结束", "白子获胜!");
}
}
else
{
if (gui_game_mode == 0) // PvP
{
current_player_gui = (current_player_gui == PLAYER) ? AI : PLAYER; // AI here means Player 2
if (current_player_gui == PLAYER)
sprintf(status_message, "轮到黑子");
else
sprintf(status_message, "轮到白子");
}
else // PvE
{
current_player_gui = AI;
sprintf(status_message, "AI思考中...");
update_ui_labels();
IupUpdate(ih); // 立即更新显示
IupFlush(); // 强制刷新事件队列
// AI 回合
ai_move(ai_difficulty);
Step last_step = steps[step_count - 1];
if (check_win(last_step.x, last_step.y, AI))
{
game_over = 1;
sprintf(status_message, "AI获胜!");
IupMessage("游戏结束", "AI获胜!");
}
else
{
current_player_gui = PLAYER;
sprintf(status_message, "轮到玩家");
}
}
}
update_ui_labels();
IupUpdate(ih); // 请求重绘
}
}
else
{
sprintf(status_message, "无效位置!");
update_ui_labels();
}
}
}
return IUP_DEFAULT;
}
// 键盘回调
static int k_any_cb(Ihandle *ih, int c)
{
(void)ih;
if (c == K_ESC)
{
if (dlg && IupGetInt(dlg, "VISIBLE"))
{
IupHide(dlg);
show_main_menu();
return IUP_DEFAULT;
}
}
return IUP_DEFAULT;
}
// 创建游戏窗口
void create_game_window()
{
printf("DEBUG: create_game_window start\n");
// if (dlg)
// {
// IupDestroy(dlg); // 销毁旧窗口
// dlg = NULL;
// }
// Only destroy if it exists and is not the current dialog?
// Actually, creating a new dialog while old one is valid is fine, but we should destroy old one to save memory.
// However, if destroying dlg causes main loop to exit because it was the last visible window (if main menu was hidden)...
if (dlg)
{
IupDestroy(dlg);
dlg = NULL;
}
// 创建Canvas (Board)
board_canvas = IupCanvas(NULL);
if (!board_canvas)
printf("ERROR: Failed to create board_canvas\n");
IupSetAttribute(board_canvas, "ACTION", "action_cb");
IupSetCallback(board_canvas, "ACTION", (Icallback)action_cb);
IupSetCallback(board_canvas, "BUTTON_CB", (Icallback)button_cb);
IupSetCallback(board_canvas, "K_ANY", (Icallback)k_any_cb);
//
int board_pixel_size = BOARD_SIZE * CELL_SIZE + BOARD_OFFSET_X * 2;
char size[32];
sprintf(size, "%dx%d", board_pixel_size, board_pixel_size);
IupSetAttribute(board_canvas, "RASTERSIZE", size);
IupSetAttribute(board_canvas, "EXPAND", "NO");
// 创建标签 (玩家信息和游戏状态)
lbl_player = IupLabel("当前玩家: 黑子");
// IupSetAttribute(lbl_player, "FONT", "SimHei, 14"); // Comment out potentially problematic font setting
lbl_status = IupLabel("准备开始");
// IupSetAttribute(lbl_status, "FONT", "SimHei, 12");
Ihandle *vbox_controls;
if (gui_game_mode == 2) // Replay
{
Ihandle *btn_prev = IupButton("上一步 (Prev)", NULL);
IupSetCallback(btn_prev, "ACTION", (Icallback)btn_replay_prev_cb);
IupSetAttribute(btn_prev, "SIZE", "100x30");
Ihandle *btn_next = IupButton("下一步 (Next)", NULL);
IupSetCallback(btn_next, "ACTION", (Icallback)btn_replay_next_cb);
IupSetAttribute(btn_next, "SIZE", "100x30");
Ihandle *btn_back = IupButton("返回菜单", NULL);
IupSetCallback(btn_back, "ACTION", (Icallback)btn_back_cb);
IupSetAttribute(btn_back, "SIZE", "100x30");
vbox_controls = IupVbox(
lbl_player,
lbl_status,
IupLabel(NULL), // Spacer
btn_prev,
btn_next,
IupLabel(NULL), // Spacer
btn_back,
NULL);
}
else // Game Mode
{
Ihandle *btn_undo = IupButton("悔棋 (Undo)", NULL);
IupSetCallback(btn_undo, "ACTION", (Icallback)btn_undo_cb);
IupSetAttribute(btn_undo, "SIZE", "100x30");
Ihandle *btn_save = IupButton("保存 (Save)", NULL);
IupSetCallback(btn_save, "ACTION", (Icallback)btn_save_cb);
IupSetAttribute(btn_save, "SIZE", "100x30");
Ihandle *btn_back = IupButton("返回菜单", NULL);
IupSetCallback(btn_back, "ACTION", (Icallback)btn_back_cb);
IupSetAttribute(btn_back, "SIZE", "100x30");
vbox_controls = IupVbox(
lbl_player,
lbl_status,
IupLabel(NULL), // Spacer
btn_undo,
btn_save,
IupLabel(NULL), // Spacer
btn_back,
NULL);
}
IupSetAttribute(vbox_controls, "GAP", "15");
IupSetAttribute(vbox_controls, "MARGIN", "10x10");
IupSetAttribute(vbox_controls, "ALIGNMENT", "ACENTER");
Ihandle *hbox_main = IupHbox(board_canvas, vbox_controls, NULL);
IupSetAttribute(hbox_main, "MARGIN", "10x10");
IupSetAttribute(hbox_main, "GAP", "10");
// 创建Dialog
dlg = IupDialog(hbox_main);
if (!dlg)
printf("ERROR: Failed to create dialog\n");
IupSetAttribute(dlg, "TITLE", "五子棋 - IUP版本");
IupSetAttribute(dlg, "RESIZE", "NO");
IupMap(dlg);
printf("DEBUG: create_game_window end\n");
}
void start_pvp_game_gui()
{
gui_game_mode = 0;
empty_board();
current_player_gui = PLAYER;
game_over = 0;
create_game_window();
IupShowXY(dlg, IUP_CENTER, IUP_CENTER);
sprintf(status_message, "玩家对战模式 - 黑方先行");
update_ui_labels();
if (board_canvas)
IupUpdate(board_canvas);
}
void start_pve_game_gui()
{
printf("DEBUG: start_pve_game_gui start\n");
gui_game_mode = 1;
// ai_difficulty is global
empty_board();
current_player_gui = PLAYER;
game_over = 0;
create_game_window();
printf("DEBUG: create_game_window returned\n");
if (dlg)
{
IupShowXY(dlg, IUP_CENTER, IUP_CENTER);
printf("DEBUG: IupShowXY called\n");
}
else
{
printf("ERROR: dlg is NULL in start_pve_game_gui\n");
return;
}
sprintf(status_message, "人机对战模式 - 玩家执黑先行");
update_ui_labels();
printf("DEBUG: update_ui_labels returned\n");
// Force initial draw
if (board_canvas)
{
IupUpdate(board_canvas);
// IupFlush(); // Comment out to check if this caused the crash
}
printf("DEBUG: start_pve_game_gui end\n");
}
#ifdef _WIN32
#include <windows.h>
#endif
// 选择复盘文件
static void select_replay_file_gui()
{
// List files in records/ directory
char record_files[100][100];
int file_count = 0;
#ifdef _WIN32
WIN32_FIND_DATA ffd;
HANDLE hFind = FindFirstFile("records\\*.csv", &ffd);
if (hFind != INVALID_HANDLE_VALUE)
{
do
{
if (!(ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY))
{
strcpy(record_files[file_count++], ffd.cFileName);
if (file_count >= 100)
break;
}
} while (FindNextFile(hFind, &ffd) != 0);
FindClose(hFind);
}
#endif
if (file_count == 0)
{
IupMessage("提示", "未找到复盘记录文件 (records/*.csv)");
show_main_menu();
return;
}
// 创建列表框
Ihandle *list = IupList(NULL);
IupSetAttribute(list, "EXPAND", "YES");
IupSetAttribute(list, "VISIBLELINES", "10");
for (int i = 0; i < file_count; i++)
{
IupSetAttributeId(list, "", i + 1, record_files[i]);
}
IupSetAttribute(list, "VALUE", "1");
// 创建确定和取消按钮
Ihandle *btn_ok = IupButton("确定", NULL);
IupSetCallback(btn_ok, "ACTION", (Icallback)btn_replay_sel_ok_cb);
IupSetAttribute(btn_ok, "SIZE", "60x30");
Ihandle *btn_cancel = IupButton("取消", NULL);
IupSetCallback(btn_cancel, "ACTION", (Icallback)btn_replay_sel_cancel_cb);
IupSetAttribute(btn_cancel, "SIZE", "60x30");
Ihandle *vbox = IupVbox(
IupLabel("请选择复盘文件:"),
list,
IupHbox(btn_ok, btn_cancel, NULL),
NULL);
IupSetAttribute(vbox, "MARGIN", "10x10");
IupSetAttribute(vbox, "GAP", "10");
IupSetAttribute(vbox, "ALIGNMENT", "ACENTER");
Ihandle *dlg_sel = IupDialog(vbox);
IupSetAttribute(dlg_sel, "TITLE", "选择复盘文件");
IupSetAttribute(dlg_sel, "MINBOX", "NO");
IupSetAttribute(dlg_sel, "MAXBOX", "NO");
IupSetAttribute(dlg_sel, "RESIZE", "NO");
// 存储列表框句柄到对话框属性
IupSetAttribute(dlg_sel, "MY_LIST", (char *)list);
}
static int btn_replay_sel_ok_cb(Ihandle *ih)
{
Ihandle *dlg = IupGetDialog(ih);
Ihandle *list = (Ihandle *)IupGetAttribute(dlg, "MY_LIST");
char *filename = IupGetAttribute(list, "VALUE"); // Returns index
int index = atoi(filename);
char *selected_file = IupGetAttributeId(list, "", index);
if (selected_file)
{
if (load_game_from_file(selected_file))
{
replay_total_steps = step_count;
step_count = 0;
gui_game_mode = 2; // Replay
create_game_window();
IupShowXY(dlg, IUP_CENTER, IUP_CENTER); // 展示
Ihandle *dlg_sel = dlg;
IupHide(dlg_sel);
IupDestroy(dlg_sel);
IupShowXY(dlg, IUP_CENTER, IUP_CENTER);
sprintf(status_message, "复盘模式 - %s", selected_file);
update_ui_labels();
if (board_canvas)
IupUpdate(board_canvas);
return IUP_DEFAULT;
}
else
{
IupMessage("错误", "无法加载复盘文件");
}
}
IupHide(dlg);
IupDestroy(dlg);
show_main_menu();
return IUP_DEFAULT;
}
static int btn_replay_sel_cancel_cb(Ihandle *ih)
{
Ihandle *dlg = IupGetDialog(ih);
IupHide(dlg);
IupDestroy(dlg);
show_main_menu();
return IUP_DEFAULT;
}
void start_replay_gui()
{
select_replay_file_gui();
}
/**
* @brief 初始化GUI
*/
int init_gui()
{
if (IupOpen(NULL, NULL) == IUP_ERROR)
{
printf("IupOpen failed\n");
return -1;
}
// 启用UTF-8模式,确保中文正常显示
IupSetGlobal("UTF8MODE", "YES");
create_main_menu();
show_main_menu();
gui_loop_running = 1;
printf("图形化界面初始化成功!(IUP)\n");
return 0;
}
/**
* @brief 清理GUI资源
*/
void cleanup_gui()
{
if (dlg)
{
IupDestroy(dlg);
dlg = NULL;
}
IupClose();
printf("图形化界面已关闭\n");
}
/**
* @brief 处理事件
*/
int handle_events()
{
if (!gui_loop_running)
return 0;
int ret = IupLoopStep();
if (ret == IUP_CLOSE)
{
gui_loop_running = 0;
return 0;
}
return 1;
}
/**
* @brief 渲染游戏画面
*/
void render_game()
{
// 事件驱动,不需要手动渲染
}
/**
* @brief 绘制棋盘 (保留空函数以兼容接口)
*/
void draw_board()
{
// Implemented in action_cb
}
/**
* @brief 绘制棋子 (保留空函数以兼容接口)
*/
void draw_stones()
{
// Implemented in action_cb
}
/**
* @brief 绘制UI元素 (保留空函数以兼容接口)
*/
void draw_ui_elements()
{
// Implemented in action_cb
}
/**
* @brief 运行图形化界面模式
* @note 包含初始化、主循环和清理
*/
void run_gui_mode()
{
if (init_gui() == 0)
{
IupMainLoop(); // 使用IUP的主循环
cleanup_gui();
}
}
+120
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@@ -0,0 +1,120 @@
#include "gui.h"
#include "gui_internal.h"
#include "gui_menu.h"
#include "globals.h"
#include <iup.h>
#include <stdio.h>
#include <string.h>
// 全局变量定义
Ihandle *dlg = NULL;
Ihandle *board_canvas = NULL;
Ihandle *lbl_player = NULL;
Ihandle *lbl_status = NULL;
int gui_loop_running = 0;
int gui_game_mode = 0; // 0: PvP, 1: PvE, 2: Replay
int replay_total_steps = 0; // 复盘总步数
/**
* @brief 初始化GUI
*/
int init_gui()
{
if (IupOpen(NULL, NULL) == IUP_ERROR)
{
printf("IupOpen failed\n");
return -1;
}
// 启用UTF-8模式,确保中文正常显示
IupSetGlobal("UTF8MODE", "YES");
create_main_menu();
show_main_menu();
gui_loop_running = 1;
printf("图形化界面初始化成功!(IUP)\n");
return 0;
}
/**
* @brief 清理GUI资源
*/
void cleanup_gui()
{
if (dlg)
{
IupDestroy(dlg);
dlg = NULL;
}
IupClose();
printf("图形化界面已关闭\n");
}
/**
* @brief 运行图形化界面模式
* @note 包含初始化、主循环和清理
*/
void run_gui_mode()
{
if (init_gui() == 0)
{
IupMainLoop(); // 使用IUP的主循环
cleanup_gui();
}
}
/**
* @brief 显示消息
*/
void show_message(const char *message)
{
strncpy(status_message, message, sizeof(status_message) - 1);
status_message[sizeof(status_message) - 1] = '\0';
update_ui_labels();
printf("%s\n", message);
}
/**
* @brief 更新UI标签状态
*/
void update_ui_labels()
{
if (lbl_player)
{
if (gui_game_mode == 2) // 复盘模式
{
char buffer[64];
sprintf(buffer, "进度: %d / %d", step_count, replay_total_steps);
IupSetAttribute(lbl_player, "TITLE", buffer);
}
else
{
if (current_player_gui == PLAYER)
IupSetAttribute(lbl_player, "TITLE", "当前玩家: 黑子 (玩家)");
else
IupSetAttribute(lbl_player, "TITLE", "当前玩家: 白子 (AI/玩家2)");
}
}
if (lbl_status)
{
IupSetAttribute(lbl_status, "TITLE", status_message);
}
}
/**
* @brief 屏幕坐标转棋盘坐标
*/
int screen_to_board(int screen_x, int screen_y, int *board_x, int *board_y)
{
int rel_x = screen_x - BOARD_OFFSET_X;
int rel_y = screen_y - BOARD_OFFSET_Y;
*board_x = (rel_y + CELL_SIZE / 2) / CELL_SIZE; // 注意:行号对应y
*board_y = (rel_x + CELL_SIZE / 2) / CELL_SIZE; // 列号对应x
return (*board_x >= 0 && *board_x < BOARD_SIZE &&
*board_y >= 0 && *board_y < BOARD_SIZE);
}
+117
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@@ -0,0 +1,117 @@
#include "gui_internal.h"
#include "globals.h"
#include "gobang.h" // for BOARD_SIZE, etc.
#include <iup.h>
#include <iupdraw.h>
#include <stdio.h>
/**
* @brief 设置绘图颜色
*/
void set_draw_color(Ihandle *ih, unsigned char r, unsigned char g, unsigned char b)
{
char color[32];
sprintf(color, "%d %d %d", r, g, b);
IupSetAttribute(ih, "DRAWCOLOR", color);
}
/**
* @brief 绘制棋盘
*/
void draw_board_iup(Ihandle *ih)
{
set_draw_color(ih, 0, 0, 0); // 黑色
IupSetAttribute(ih, "DRAWSTYLE", "STROKE");
for (int i = 0; i < BOARD_SIZE; i++)
{
// 横线
IupDrawLine(ih,
BOARD_OFFSET_X,
BOARD_OFFSET_Y + i * CELL_SIZE,
BOARD_OFFSET_X + (BOARD_SIZE - 1) * CELL_SIZE,
BOARD_OFFSET_Y + i * CELL_SIZE);
// 竖线
IupDrawLine(ih,
BOARD_OFFSET_X + i * CELL_SIZE,
BOARD_OFFSET_Y,
BOARD_OFFSET_X + i * CELL_SIZE,
BOARD_OFFSET_Y + (BOARD_SIZE - 1) * CELL_SIZE);
}
// 星位/天元
IupSetAttribute(ih, "DRAWSTYLE", "FILL");
int stars[] = {3, 7, 11}; // 15路棋盘的星位坐标
if (BOARD_SIZE == 15)
{
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
{
int cx = BOARD_OFFSET_X + stars[i] * CELL_SIZE;
int cy = BOARD_OFFSET_Y + stars[j] * CELL_SIZE;
IupDrawRectangle(ih, cx - 3, cy - 3, cx + 3, cy + 3);
}
}
}
else
{
int center = BOARD_SIZE / 2;
int cx = BOARD_OFFSET_X + center * CELL_SIZE;
int cy = BOARD_OFFSET_Y + center * CELL_SIZE;
IupDrawRectangle(ih, cx - 3, cy - 3, cx + 3, cy + 3);
}
}
/**
* @brief 绘制棋子
*/
void draw_stones_iup(Ihandle *ih)
{
for (int i = 0; i < BOARD_SIZE; i++)
{
for (int j = 0; j < BOARD_SIZE; j++)
{
if (board[i][j] != EMPTY)
{
int cx = BOARD_OFFSET_X + j * CELL_SIZE; // j是x坐标(列)
int cy = BOARD_OFFSET_Y + i * CELL_SIZE; // i是y坐标(行)
if (board[i][j] == PLAYER)
{
// 黑子
set_draw_color(ih, 0, 0, 0);
IupSetAttribute(ih, "DRAWSTYLE", "FILL");
IupDrawArc(ih, cx - STONE_RADIUS, cy - STONE_RADIUS, cx + STONE_RADIUS, cy + STONE_RADIUS, 0.0, 360.0);
}
else
{
// 白子
set_draw_color(ih, 255, 255, 255);
IupSetAttribute(ih, "DRAWSTYLE", "FILL");
IupDrawArc(ih, cx - STONE_RADIUS, cy - STONE_RADIUS, cx + STONE_RADIUS, cy + STONE_RADIUS, 0.0, 360.0);
set_draw_color(ih, 0, 0, 0);
IupSetAttribute(ih, "DRAWSTYLE", "STROKE");
IupDrawArc(ih, cx - STONE_RADIUS, cy - STONE_RADIUS, cx + STONE_RADIUS, cy + STONE_RADIUS, 0.0, 360.0);
}
}
}
}
// 标记最后落子位置 (红色小点)
if (step_count > 0 && step_count <= MAX_STEPS)
{
// 绘制最后一步的标记
// 最后一步的坐标是 steps[step_count-1]
// 所以 step_count-1 是最后一步的索引
Step last = steps[step_count - 1];
int cx = BOARD_OFFSET_X + last.y * CELL_SIZE;
int cy = BOARD_OFFSET_Y + last.x * CELL_SIZE;
set_draw_color(ih, 255, 0, 0);
IupSetAttribute(ih, "DRAWSTYLE", "FILL");
IupDrawRectangle(ih, cx - 3, cy - 3, cx + 3, cy + 3);
}
}
+398
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@@ -0,0 +1,398 @@
#include "gui.h"
#include "gui_internal.h"
#include "gui_menu.h"
#include "globals.h"
#include "gobang.h"
#include "ai.h"
#include "record.h"
#include <iup.h>
#include <iupdraw.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
/**
* @brief ACTION 回调:负责重绘
*/
int action_cb(Ihandle *ih)
{
IupDrawBegin(ih);
int w, h;
IupGetIntInt(ih, "DRAWSIZE", &w, &h);
set_draw_color(ih, 240, 217, 181); // 棋盘背景色 (木纹色近似)
IupSetAttribute(ih, "DRAWSTYLE", "FILL");
IupDrawRectangle(ih, 0, 0, w, h);
draw_board_iup(ih);
draw_stones_iup(ih);
IupDrawEnd(ih);
return IUP_DEFAULT;
}
/**
* @brief 悔棋按钮回调
*/
int btn_undo_cb(Ihandle *ih)
{
(void)ih;
if (game_over)
return IUP_DEFAULT;
int steps_to_undo = 1;
if (gui_game_mode == 1) // PvE
{
steps_to_undo = 2; // 悔棋两步(玩家+AI
}
if (step_count >= steps_to_undo)
{
return_move(steps_to_undo);
// 更新当前玩家
if (step_count % 2 == 0)
current_player_gui = PLAYER;
else
current_player_gui = AI; // or PLAYER2
sprintf(status_message, "已悔棋");
update_ui_labels();
IupUpdate(board_canvas);
}
else
{
sprintf(status_message, "无法悔棋");
update_ui_labels();
}
return IUP_DEFAULT;
}
/**
* @brief 保存按钮回调
*/
int btn_save_cb(Ihandle *ih)
{
(void)ih;
Ihandle *file_dlg = IupFileDlg();
IupSetAttribute(file_dlg, "DIALOGTYPE", "SAVE");
IupSetAttribute(file_dlg, "TITLE", "保存游戏记录");
IupSetAttribute(file_dlg, "FILTER", "*.csv");
IupSetAttribute(file_dlg, "FILTERINFO", "CSV Files");
IupPopup(file_dlg, IUP_CENTER, IUP_CENTER);
if (IupGetInt(file_dlg, "STATUS") != -1)
{
char *filename = IupGetAttribute(file_dlg, "VALUE");
char *base_name = strrchr(filename, '\\');
if (!base_name)
base_name = strrchr(filename, '/');
if (base_name)
base_name++;
else
base_name = filename;
int mode = (gui_game_mode == 0) ? GAME_MODE_PVP : GAME_MODE_AI;
if (save_game_to_file(base_name, mode) == 0)
{
sprintf(status_message, "保存成功: %s", base_name);
}
else
{
sprintf(status_message, "保存失败");
}
update_ui_labels();
}
IupDestroy(file_dlg);
return IUP_DEFAULT;
}
/**
* @brief 返回菜单回调
*/
int btn_back_cb(Ihandle *ih)
{
(void)ih;
printf("DEBUG: Back to Menu clicked\n");
// 1. 先显示主菜单
show_main_menu();
printf("DEBUG: Main menu shown\n");
// 2. 销毁游戏窗口
if (dlg)
{
Ihandle *old_dlg = dlg;
dlg = NULL; // 先清除全局指针
IupDestroy(old_dlg);
printf("DEBUG: Destroyed game window\n");
}
return IUP_IGNORE; // 返回 IUP_IGNORE 以阻止默认处理
}
/**
* @brief 鼠标点击回调
*/
int button_cb(Ihandle *ih, int button, int pressed, int x, int y, char *status)
{
(void)status; // 未使用
if (gui_game_mode == 2)
return IUP_DEFAULT; // 复盘模式禁用点击
if (button == IUP_BUTTON1 && pressed)
{ // 左键按下
if (game_over)
return IUP_DEFAULT;
int board_x, board_y;
if (screen_to_board(x, y, &board_x, &board_y))
{
if (have_space(board_x, board_y))
{
// 执行落子操作
if (player_move(board_x, board_y, current_player_gui))
{
// 检查是否获胜
if (check_win(board_x, board_y, current_player_gui))
{
game_over = 1;
if (current_player_gui == PLAYER)
{
sprintf(status_message, "黑子获胜!");
IupMessage("游戏结束", "黑子获胜!");
}
else
{
sprintf(status_message, "白子获胜!");
IupMessage("游戏结束", "白子获胜!");
}
}
else
{
if (gui_game_mode == 0) // PvP
{
current_player_gui = (current_player_gui == PLAYER) ? AI : PLAYER; // AI 在这里表示玩家2
if (current_player_gui == PLAYER)
sprintf(status_message, "轮到黑子");
else
sprintf(status_message, "轮到白子");
}
else // PvE
{
current_player_gui = AI;
sprintf(status_message, "AI思考中...");
update_ui_labels();
IupUpdate(ih); // 立即更新显示
IupFlush(); // 强制刷新事件队列
// AI 回合
ai_move(ai_difficulty);
Step last_step = steps[step_count - 1];
if (check_win(last_step.x, last_step.y, AI))
{
game_over = 1;
sprintf(status_message, "AI获胜!");
IupMessage("游戏结束", "AI获胜!");
}
else
{
current_player_gui = PLAYER;
sprintf(status_message, "轮到玩家");
}
}
}
update_ui_labels();
IupUpdate(ih); // 请求重绘
}
}
else
{
sprintf(status_message, "无效位置!");
update_ui_labels();
}
}
}
return IUP_DEFAULT;
}
/**
* @brief 键盘回调
*/
int k_any_cb(Ihandle *ih, int c)
{
(void)ih;
if (c == K_ESC)
{
if (dlg && IupGetInt(dlg, "VISIBLE"))
{
btn_back_cb(ih); // 调用返回菜单逻辑
return IUP_DEFAULT;
}
}
return IUP_DEFAULT;
}
/**
* @brief 创建游戏窗口
*/
void create_game_window()
{
printf("DEBUG: create_game_window start\n");
if (dlg)
{
IupDestroy(dlg);
dlg = NULL;
}
// 创建Canvas (棋盘)
board_canvas = IupCanvas(NULL);
if (!board_canvas)
printf("ERROR: Failed to create board_canvas\n");
IupSetAttribute(board_canvas, "ACTION", "action_cb");
IupSetCallback(board_canvas, "ACTION", (Icallback)action_cb);
IupSetCallback(board_canvas, "BUTTON_CB", (Icallback)button_cb);
IupSetCallback(board_canvas, "K_ANY", (Icallback)k_any_cb);
// 计算棋盘像素大小
int board_pixel_size = BOARD_SIZE * CELL_SIZE + BOARD_OFFSET_X * 2;
char size[32];
sprintf(size, "%dx%d", board_pixel_size, board_pixel_size);
IupSetAttribute(board_canvas, "RASTERSIZE", size);
IupSetAttribute(board_canvas, "EXPAND", "NO");
// 创建标签 (玩家信息和游戏状态)
lbl_player = IupLabel("当前玩家: 黑子");
lbl_status = IupLabel("准备开始");
Ihandle *vbox_controls;
if (gui_game_mode == 2) // 复盘模式
{
Ihandle *btn_prev = IupButton("上一步 (Prev)", NULL);
IupSetCallback(btn_prev, "ACTION", (Icallback)btn_replay_prev_cb);
IupSetAttribute(btn_prev, "SIZE", "100x30");
Ihandle *btn_next = IupButton("下一步 (Next)", NULL);
IupSetCallback(btn_next, "ACTION", (Icallback)btn_replay_next_cb);
IupSetAttribute(btn_next, "SIZE", "100x30");
Ihandle *btn_back = IupButton("返回菜单", NULL);
IupSetCallback(btn_back, "ACTION", (Icallback)btn_back_cb);
IupSetAttribute(btn_back, "SIZE", "100x30");
vbox_controls = IupVbox(
lbl_player,
lbl_status,
IupLabel(NULL), // Spacer
btn_prev,
btn_next,
IupLabel(NULL), // Spacer
btn_back,
NULL);
}
else // 游戏模式 (PvP / PvE)
{
Ihandle *btn_undo = IupButton("悔棋 (Undo)", NULL);
IupSetCallback(btn_undo, "ACTION", (Icallback)btn_undo_cb);
IupSetAttribute(btn_undo, "SIZE", "100x30");
Ihandle *btn_save = IupButton("保存 (Save)", NULL);
IupSetCallback(btn_save, "ACTION", (Icallback)btn_save_cb);
IupSetAttribute(btn_save, "SIZE", "100x30");
Ihandle *btn_back = IupButton("返回菜单", NULL);
IupSetCallback(btn_back, "ACTION", (Icallback)btn_back_cb);
IupSetAttribute(btn_back, "SIZE", "100x30");
vbox_controls = IupVbox(
lbl_player,
lbl_status,
IupLabel(NULL), // Spacer
btn_undo,
btn_save,
IupLabel(NULL), // Spacer
btn_back,
NULL);
}
IupSetAttribute(vbox_controls, "GAP", "15");
IupSetAttribute(vbox_controls, "MARGIN", "10x10");
IupSetAttribute(vbox_controls, "ALIGNMENT", "ACENTER");
Ihandle *hbox_main = IupHbox(board_canvas, vbox_controls, NULL);
IupSetAttribute(hbox_main, "MARGIN", "10x10");
IupSetAttribute(hbox_main, "GAP", "10");
// 创建Dialog
dlg = IupDialog(hbox_main);
if (!dlg)
printf("ERROR: Failed to create dialog\n");
IupSetAttribute(dlg, "TITLE", "五子棋 - IUP版本");
IupSetAttribute(dlg, "RESIZE", "NO");
// 设置 CLOSE_CB 回调,确保点击X也能正确返回菜单
IupSetCallback(dlg, "CLOSE_CB", (Icallback)btn_back_cb);
printf("DEBUG: create_game_window end\n");
}
void start_pvp_game_gui()
{
gui_game_mode = 0;
empty_board();
current_player_gui = PLAYER;
game_over = 0;
create_game_window();
IupShowXY(dlg, IUP_CENTER, IUP_CENTER);
sprintf(status_message, "玩家对战模式 - 黑方先行");
update_ui_labels();
if (board_canvas)
IupUpdate(board_canvas);
}
void start_pve_game_gui()
{
printf("DEBUG: start_pve_game_gui start\n");
gui_game_mode = 1;
// ai_difficulty 是全局变量
empty_board();
current_player_gui = PLAYER;
game_over = 0;
create_game_window();
printf("DEBUG: create_game_window returned\n");
if (dlg)
{
IupShowXY(dlg, IUP_CENTER, IUP_CENTER);
printf("DEBUG: IupShowXY called\n");
}
else
{
printf("ERROR: dlg is NULL in start_pve_game_gui\n");
return;
}
sprintf(status_message, "人机对战模式 - 玩家执黑先行");
update_ui_labels();
printf("DEBUG: update_ui_labels returned\n");
// 强制初始重绘
if (board_canvas)
{
IupUpdate(board_canvas);
}
printf("DEBUG: start_pve_game_gui end\n");
}
+3 -1
View File
@@ -31,8 +31,10 @@ static int btn_pve_cb(Ihandle *ih)
static int btn_replay_cb(Ihandle *ih) static int btn_replay_cb(Ihandle *ih)
{ {
(void)ih; (void)ih;
hide_main_menu(); printf("DEBUG: Starting Replay Mode\n");
// hide_main_menu(); // Don't hide main menu yet, wait for file selection
start_replay_gui(); start_replay_gui();
IupHide(menu_dlg); // Hide main menu
return IUP_DEFAULT; return IUP_DEFAULT;
} }
+220
View File
@@ -0,0 +1,220 @@
#include "gui.h"
#include "gui_internal.h"
#include "gui_menu.h"
#include "globals.h"
#include "gobang.h"
#include "record.h"
#include <iup.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef _WIN32
#include <windows.h>
#endif
// 复盘功能函数
/**
* @brief 复盘文件选择对话框的确定回调
*/
int btn_replay_sel_ok_cb(Ihandle *ih)
{
Ihandle *dlg_sel = IupGetDialog(ih);
Ihandle *list = (Ihandle *)IupGetAttribute(dlg_sel, "MY_LIST");
char *val = IupGetAttribute(list, "VALUE"); // 返回选中项索引
if (!val)
return IUP_DEFAULT;
int index = atoi(val);
char *selected_file = IupGetAttributeId(list, "", index);
if (selected_file)
{
printf("DEBUG: Loading file %s\n", selected_file);
if (load_game_from_file(selected_file))
{
printf("DEBUG: File loaded successfully\n");
replay_total_steps = step_count;
step_count = 0;
gui_game_mode = 2; // 复盘模式
// 关闭选择对话框
IupHide(dlg_sel);
// 启动游戏窗口
create_game_window();
IupShowXY(dlg, IUP_CENTER, IUP_CENTER); // 显示游戏窗口
sprintf(status_message, "复盘模式 - %s", selected_file);
update_ui_labels();
if (board_canvas)
IupUpdate(board_canvas);
return IUP_DEFAULT;
}
else
{
IupMessage("错误", "无法加载复盘文件");
}
}
return IUP_DEFAULT;
}
/**
* @brief 复盘文件选择对话框的取消回调
*/
int btn_replay_sel_cancel_cb(Ihandle *ih)
{
Ihandle *dlg_sel = IupGetDialog(ih);
IupHide(dlg_sel);
IupDestroy(dlg_sel);
show_main_menu(); // 返回主菜单
return IUP_DEFAULT;
}
/**
* @brief 上一步按钮回调
*/
int btn_replay_prev_cb(Ihandle *ih)
{
(void)ih;
if (step_count > 0)
{
step_count--;
Step s = steps[step_count];
board[s.x][s.y] = EMPTY;
sprintf(status_message, "回退一步");
update_ui_labels();
IupUpdate(board_canvas);
}
return IUP_DEFAULT;
}
/**
* @brief 下一步按钮回调
*/
int btn_replay_next_cb(Ihandle *ih)
{
(void)ih;
if (step_count < replay_total_steps && step_count >= 0) // 确保步数有效
{
Step s = steps[step_count];
board[s.x][s.y] = s.player;
step_count++;
sprintf(status_message, "前进一步");
update_ui_labels();
IupUpdate(board_canvas);
}
return IUP_DEFAULT;
}
/**
* @brief 选择复盘文件界面
*/
void select_replay_file_gui()
{
printf("DEBUG: select_replay_file_gui start\n");
// 列出 records/ 目录下的文件
char record_files[100][100];
int file_count = 0;
#ifdef _WIN32
WIN32_FIND_DATA ffd;
HANDLE hFind = FindFirstFile("records\\*", &ffd);
if (hFind != INVALID_HANDLE_VALUE)
{
do
{
if (!(ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY))
{
// 确保不溢出缓冲区
if (file_count < 100)
{
strncpy(record_files[file_count], ffd.cFileName, 99);
record_files[file_count][99] = '\0';
file_count++;
}
else
{
break;
}
}
} while (FindNextFile(hFind, &ffd) != 0);
FindClose(hFind);
}
#endif
printf("DEBUG: Found %d files\n", file_count);
if (file_count == 0)
{
IupMessage("提示", "未找到复盘记录文件 (records/*)");
return;
}
// 创建列表框
Ihandle *list = IupList(NULL);
if (!list)
{
printf("ERROR: Failed to create list\n");
return;
}
IupSetAttribute(list, "EXPAND", "YES");
IupSetAttribute(list, "VISIBLELINES", "10");
for (int i = 0; i < file_count; i++)
{
IupSetAttributeId(list, "", i + 1, record_files[i]);
}
IupSetAttribute(list, "VALUE", "1"); // 默认选择第一项
// 创建确定和取消按钮
Ihandle *btn_ok = IupButton("确定", NULL);
IupSetCallback(btn_ok, "ACTION", (Icallback)btn_replay_sel_ok_cb);
IupSetAttribute(btn_ok, "SIZE", "60x30");
Ihandle *btn_cancel = IupButton("取消", NULL);
IupSetCallback(btn_cancel, "ACTION", (Icallback)btn_replay_sel_cancel_cb);
IupSetAttribute(btn_cancel, "SIZE", "60x30");
Ihandle *vbox = IupVbox(
IupLabel("请选择复盘文件:"),
list,
IupHbox(btn_ok, btn_cancel, NULL),
NULL);
IupSetAttribute(vbox, "GAP", "10");
IupSetAttribute(vbox, "MARGIN", "10x10");
IupSetAttribute(vbox, "ALIGNMENT", "ACENTER");
Ihandle *dlg_sel = IupDialog(vbox);
if (!dlg_sel)
{
printf("ERROR: Failed to create selection dialog\n");
return;
}
IupSetAttribute(dlg_sel, "TITLE", "选择复盘文件");
IupSetAttribute(dlg_sel, "MINBOX", "NO");
IupSetAttribute(dlg_sel, "MAXBOX", "NO");
IupSetAttribute(dlg_sel, "RESIZE", "NO");
// 存储列表框句柄到对话框属性
IupSetAttribute(dlg_sel, "MY_LIST", (char *)list);
// 显示对话框 (模态)
IupPopup(dlg_sel, IUP_CENTER, IUP_CENTER);
// 对话框关闭后销毁
IupDestroy(dlg_sel);
printf("DEBUG: select_replay_file_gui end\n");
}
/**
* @brief 启动复盘GUI流程
*/
void start_replay_gui()
{
select_replay_file_gui();
// 不要在这里隐藏主菜单,等待文件选择完成
}
+47 -6
View File
@@ -298,8 +298,22 @@ int load_game_from_file(const char *filename)
// 读取游戏模式、棋盘大小和评分结果 // 读取游戏模式、棋盘大小和评分结果
int game_mode, size; int game_mode, size;
// 读取数据行
if (fgets(buffer, sizeof(buffer), file) == NULL)
{
fclose(file);
return 0;
}
// 尝试读取新格式(包含胜负信息) // 尝试读取新格式(包含胜负信息)
int read_count = fscanf(file, "%d,%d,%d,%d,%49s", &game_mode, &size, &player1_final_score, &player2_final_score, winner_info); // Use sscanf instead of fscanf to handle line buffers safely
// format: mode,size,score1,score2,winner_info
// Note: winner_info might contain newlines if not stripped, but sscanf %s stops at whitespace.
// However, CSV usually doesn't have spaces unless in quotes.
// Our winner_info is like "Player 1 Wins" or "Draw".
// If we use %[^,\n] it reads until comma or newline.
int read_count = sscanf(buffer, "%d,%d,%d,%d,%49[^,\n]", &game_mode, &size, &player1_final_score, &player2_final_score, winner_info);
if (read_count == 4) if (read_count == 4)
{ {
@@ -321,16 +335,39 @@ int load_game_from_file(const char *filename)
if (size < 5 || size > MAX_BOARD_SIZE) if (size < 5 || size > MAX_BOARD_SIZE)
{ {
fclose(file); fclose(file);
return false; return 0;
} }
// 设置评分已计算标志 // 设置评分已计算标志
scores_calculated = 1; scores_calculated = 1;
// 跳过空行和表头行 // 跳过空行和表头行
fgets(buffer, sizeof(buffer), file); // 跳过换行 // The previous fgets consumed the line with data and its newline.
fgets(buffer, sizeof(buffer), file); // 跳过空行 // Next line should be empty or headers.
fgets(buffer, sizeof(buffer), file); // 跳过"步数,玩家,行坐标,列坐标"
// Check next line
if (fgets(buffer, sizeof(buffer), file) != NULL)
{
// If it's just a newline (empty line)
if (buffer[0] == '\n' || buffer[0] == '\r')
{
// Consume one more line for headers
fgets(buffer, sizeof(buffer), file);
}
else if (strncmp(buffer, "步数", 4) != 0)
{
// If it's not headers, maybe we consumed the empty line already?
// Let's be flexible. If it doesn't start with "步数", try reading one more.
if (fgets(buffer, sizeof(buffer), file) == NULL)
{
fclose(file);
return 0;
}
}
}
// Now buffer should contain headers "步数..." or we are ready to read data?
// Actually, let's just loop until we find a digit or EOF
// 初始化棋盘 // 初始化棋盘
BOARD_SIZE = size; BOARD_SIZE = size;
@@ -339,13 +376,17 @@ int load_game_from_file(const char *filename)
// 读取所有落子步骤 // 读取所有落子步骤
step_count = 0; step_count = 0;
int step_num; // 用于存储步数,但不使用 int step_num; // 用于存储步数,但不使用
while (fscanf(file, "%d,%d,%d,%d", &step_num, &steps[step_count].player, &steps[step_count].x, &steps[step_count].y) == 4)
while (fgets(buffer, sizeof(buffer), file) != NULL)
{
if (sscanf(buffer, "%d,%d,%d,%d", &step_num, &steps[step_count].player, &steps[step_count].x, &steps[step_count].y) == 4)
{ {
// 将1-based坐标转换为0-based坐标 // 将1-based坐标转换为0-based坐标
steps[step_count].x--; steps[step_count].x--;
steps[step_count].y--; steps[step_count].y--;
step_count++; step_count++;
} }
}
fclose(file); fclose(file);
return game_mode; return game_mode;