public virtual void Step3_SetEvent(object obj_shogiGui) { NarabeRoomViewModel shogiGui1 = (NarabeRoomViewModel)obj_shogiGui; //---------- // [成る]ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnNaru"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Ui_PnlMain ui_PnlMain = ((Ui_ShogiForm1)shogiGui.OwnerForm).Ui_PnlMain1; shogiGui.Shape_PnlTaikyoku.SetNaruFlag(true); this.After_NaruNaranai( shogiGui , btnKoma_Selected ); }; } //---------- // [成らない]ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnNaranai"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Ui_PnlMain ui_PnlMain = ((Ui_ShogiForm1)shogiGui.OwnerForm).Ui_PnlMain1; shogiGui.Shape_PnlTaikyoku.SetNaruFlag(false); this.After_NaruNaranai( shogiGui , btnKoma_Selected ); }; } //---------- // [クリアー]ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnClear"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Util_Lua_KifuNarabe.ShogiGui = shogiGui; Util_Lua_KifuNarabe.Perform("click_clearButton"); }; } //---------- // [再生]ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnPlay"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Util_Lua_KifuNarabe.ShogiGui = shogiGui; Util_Lua_KifuNarabe.Perform("click_playButton"); }; } //---------- // [コマ送り]ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnForward"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; string restText = Util_InGui.ReadLine_FromTextbox(); Util_InServer.Komaokuri_Srv(ref restText, shogiGui); Util_InGui.Komaokuri_Gui(restText, shogiGui); Util_Menace.Menace(shogiGui);// メナス }; } //---------- // [巻戻し]ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnBackward"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Ui_PnlMain ui_PnlMain = ((Ui_ShogiForm1)shogiGui.OwnerForm).Ui_PnlMain1; Finger movedKoma; Finger foodKoma;//取られた駒 string fugoJStr; if (!Util_InServer.Makimodosi_Srv(out movedKoma, out foodKoma, out fugoJStr, shogiGui)) { goto gt_EndBlock; } Util_InGui.Makimodosi_Gui(shogiGui, movedKoma, foodKoma, fugoJStr, Util_InGui.ReadLine_FromTextbox()); Util_Menace.Menace(shogiGui);//メナス gt_EndBlock: ; }; } //---------- // ログ出せボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnLogdase"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Ui_PnlMain ui_PnlMain = ((Ui_ShogiForm1)shogiGui.OwnerForm).Ui_PnlMain1; ui_PnlMain.ShogiGui.Logdase(); }; } //---------- // [壁置く]ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnKabeOku"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Ui_PnlMain ui_PnlMain = ((Ui_ShogiForm1)shogiGui.OwnerForm).Ui_PnlMain1; // [壁置く]←→[駒動かす]切替 switch (widget.Text) { case "壁置く": widget.Text = "駒動かす"; break; default: widget.Text = "壁置く"; break; } shogiGui.ResponseData.ToRedraw(); }; } //---------- // [出力切替]ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnSyuturyokuKirikae"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Ui_PnlMain ui_PnlMain = ((Ui_ShogiForm1)shogiGui.OwnerForm).Ui_PnlMain1; switch (shogiGui.Shape_PnlTaikyoku.SyuturyokuKirikae) { case SyuturyokuKirikae.Japanese: shogiGui.Shape_PnlTaikyoku.SetSyuturyokuKirikae(SyuturyokuKirikae.Sfen); break; case SyuturyokuKirikae.Sfen: shogiGui.Shape_PnlTaikyoku.SetSyuturyokuKirikae(SyuturyokuKirikae.Html); break; case SyuturyokuKirikae.Html: shogiGui.Shape_PnlTaikyoku.SetSyuturyokuKirikae(SyuturyokuKirikae.Japanese); break; } shogiGui.ResponseData.OutputTxt = ResponseGedanTxt.Kifu; }; } //---------- // [▲]~[打]符号ボタン //---------- { string[] buttonNames = new string[] { "BtnFugo_Sente" // [▲]~[打]符号ボタン , "BtnFugo_Gote" , "BtnFugo_1" , "BtnFugo_2" , "BtnFugo_3" , "BtnFugo_4" , "BtnFugo_5" , "BtnFugo_6" , "BtnFugo_7" , "BtnFugo_8" , "BtnFugo_9" , "BtnFugo_Dou" , "BtnFugo_Fu" , "BtnFugo_Hisya" , "BtnFugo_Kaku" , "BtnFugo_Kyo" , "BtnFugo_Kei" , "BtnFugo_Gin" , "BtnFugo_Kin" , "BtnFugo_Oh" , "BtnFugo_Gyoku" , "BtnFugo_Tokin" , "BtnFugo_Narikyo" , "BtnFugo_Narikei" , "BtnFugo_Narigin" , "BtnFugo_Ryu" , "BtnFugo_Uma" , "BtnFugo_Yoru" , "BtnFugo_Hiku" , "BtnFugo_Agaru" , "BtnFugo_Migi" , "BtnFugo_Hidari" , "BtnFugo_Sugu" , "BtnFugo_Nari" , "BtnFugo_Funari" , "BtnFugo_Da" }; foreach (string buttonName in buttonNames) { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget(buttonName); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Ui_PnlMain ui_PnlMain = ((Ui_ShogiForm1)shogiGui.OwnerForm).Ui_PnlMain1; shogiGui.ResponseData.SetAppendInputTextString(shogiGui.Shape_PnlTaikyoku.GetWidget(buttonName).Fugo); }; } } //---------- // [全消]ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnFugo_Zenkesi"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Ui_PnlMain ui_PnlMain = ((Ui_ShogiForm1)shogiGui.OwnerForm).Ui_PnlMain1; shogiGui.ResponseData.InputTextString = ""; }; } //---------- // [ここから採譜]ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnFugo_KokokaraSaifu"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Ui_PnlMain ui_PnlMain = ((Ui_ShogiForm1)shogiGui.OwnerForm).Ui_PnlMain1; ui_PnlMain.ShogiGui.GameViewModel.Kifu.SetStartpos_KokokaraSaifu(Util_InServer.CurPside(ui_PnlMain.ShogiGui)); shogiGui.ResponseData.OutputTxt = ResponseGedanTxt.Kifu; }; } //---------- // 初期配置ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnSyokihaichi"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Ui_PnlMain ui_PnlMain = ((Ui_ShogiForm1)shogiGui.OwnerForm).Ui_PnlMain1; WidgetsLoader_KifuNarabe.Perform_SyokiHaichi(ui_PnlMain); }; } //---------- // [向き]ボタン //---------- { UserWidget widget = shogiGui1.Shape_PnlTaikyoku.GetWidget("BtnMuki"); widget.Delegate_MouseHitEvent = ( object obj_shogiGui2 , Shape_BtnKoma btnKoma_Selected ) => { NarabeRoomViewModel shogiGui = (NarabeRoomViewModel)obj_shogiGui2; Ui_PnlMain ui_PnlMain = ((Ui_ShogiForm1)shogiGui.OwnerForm).Ui_PnlMain1; Shape_BtnKoma movedKoma = shogiGui.Shape_PnlTaikyoku.Btn_MovedKoma(); RO_Star_Koma koma; Finger figKoma = Fingers.Error_1; if (null != movedKoma) { //>>>>> 移動直後の駒があるとき koma = Util_Koma.AsKoma(ui_PnlMain.ShogiGui.GameViewModel.GuiSkyConst.StarlightIndexOf(movedKoma.Finger).Now); figKoma = movedKoma.Finger; } else if (null != btnKoma_Selected) { //>>>>> 選択されている駒があるとき koma = Util_Koma.AsKoma(ui_PnlMain.ShogiGui.GameViewModel.GuiSkyConst.StarlightIndexOf(btnKoma_Selected.Koma).Now); figKoma = btnKoma_Selected.Koma; } else { koma = null; } if (null != koma) { switch (koma.Pside) { case Playerside.P1: { SkyBuffer buffer_Sky = new SkyBuffer(ui_PnlMain.ShogiGui.GameViewModel.GuiSkyConst); buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight( //figKoma, new RO_Star_Koma(Playerside.P2, koma.Masu, Haiyaku184Array.Syurui(koma.Haiyaku)) )); KifuNode modifyNode = new KifuNodeImpl( ui_PnlMain.ShogiGui.GameViewModel.Kifu.CurNode.Key, //現在の局面を流用 new KyokumenWrapper(new SkyConst(buffer_Sky)), ((KifuNode)ui_PnlMain.ShogiGui.GameViewModel.Kifu.CurNode).Tebanside ); // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ // ここで局面データを変更します。 // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ Util_InServer.SetCurNode_Srv(ui_PnlMain.ShogiGui, modifyNode); ui_PnlMain.ShogiGui.ResponseData.ToRedraw(); } break; case Playerside.P2: { SkyBuffer buffer_Sky = new SkyBuffer(ui_PnlMain.ShogiGui.GameViewModel.GuiSkyConst); buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight( //figKoma, new RO_Star_Koma(Playerside.P1, koma.Masu, Haiyaku184Array.Syurui(koma.Haiyaku)) )); KifuNode modifyNode = new KifuNodeImpl( ui_PnlMain.ShogiGui.GameViewModel.Kifu.CurNode.Key, //現在の局面を流用 new KyokumenWrapper(new SkyConst(buffer_Sky)), ((KifuNode)ui_PnlMain.ShogiGui.GameViewModel.Kifu.CurNode).Tebanside ); // ここで局面データを変更します。 Util_InServer.SetCurNode_Srv(ui_PnlMain.ShogiGui, modifyNode); ui_PnlMain.ShogiGui.ResponseData.ToRedraw(); } break; } } }; } }
/// <summary> /// ************************************************************************************************************************ /// 将棋盤の上の駒を、全て駒袋に移動します。 [クリアー] /// ************************************************************************************************************************ /// </summary> public static void ClearKifu(NarabeRoomViewModel shogiGui, Response response) { shogiGui.GameViewModel.Kifu.Clear();// 棋譜を空っぽにします。 SkyBuffer buffer_Sky = new SkyBuffer(shogiGui.GameViewModel.GuiSkyConst); int figKoma; // 先手 figKoma = (int)Finger_Honshogi.SenteOh; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(/*figKoma,*/ new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro01, PieceType.K))); //先手王 figKoma = (int)Finger_Honshogi.GoteOh; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro02, PieceType.K))); //後手王 figKoma = (int)Finger_Honshogi.Hi1; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro03, PieceType.R))); //飛 figKoma = (int)Finger_Honshogi.Hi2; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro04, PieceType.R))); figKoma = (int)Finger_Honshogi.Kaku1; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro05, PieceType.B))); //角 figKoma = (int)Finger_Honshogi.Kaku2; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro06, PieceType.B))); figKoma = (int)Finger_Honshogi.Kin1; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro07, PieceType.G))); //金 figKoma = (int)Finger_Honshogi.Kin2; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro08, PieceType.G))); figKoma = (int)Finger_Honshogi.Kin3; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro09, PieceType.G))); figKoma = (int)Finger_Honshogi.Kin4; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro10, PieceType.G))); figKoma = (int)Finger_Honshogi.Gin1; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro11, PieceType.S))); //銀 figKoma = (int)Finger_Honshogi.Gin2; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro12, PieceType.S))); figKoma = (int)Finger_Honshogi.Gin3; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro13, PieceType.S))); figKoma = (int)Finger_Honshogi.Gin4; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro14, PieceType.S))); figKoma = (int)Finger_Honshogi.Kei1; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro15, PieceType.N))); //桂 figKoma = (int)Finger_Honshogi.Kei2; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro16, PieceType.N))); figKoma = (int)Finger_Honshogi.Kei3; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro17, PieceType.N))); figKoma = (int)Finger_Honshogi.Kei4; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro18, PieceType.N))); figKoma = (int)Finger_Honshogi.Kyo1; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro19, PieceType.L))); //香 figKoma = (int)Finger_Honshogi.Kyo2; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro20, PieceType.L))); figKoma = (int)Finger_Honshogi.Kyo3; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro21, PieceType.L))); figKoma = (int)Finger_Honshogi.Kyo4; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro22, PieceType.L))); figKoma = (int)Finger_Honshogi.Fu1; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro23, PieceType.P))); //歩 figKoma = (int)Finger_Honshogi.Fu2; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro24, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu3; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro25, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu4; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro26, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu5; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro27, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu6; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro28, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu7; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro29, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu8; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro30, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu9; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P1, Masu_Honshogi.fukuro31, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu10; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro32, PieceType.P))); //歩 figKoma = (int)Finger_Honshogi.Fu11; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro33, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu12; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro34, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu13; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro35, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu14; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro36, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu15; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro37, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu16; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro38, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu17; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro39, PieceType.P))); figKoma = (int)Finger_Honshogi.Fu18; buffer_Sky.AddOverwriteStarlight(figKoma, new RO_MotionlessStarlight(new RO_Star_Koma(Playerside.P2, Masu_Honshogi.fukuro40, PieceType.P))); { KifuNode newNode = new KifuNodeImpl( Util_Sky.NullObjectMove, //ルートなので new KyokumenWrapper(new SkyConst(buffer_Sky)), Playerside.P2 ); Util_InServer.SetCurNode_Srv(shogiGui, newNode); response.ToRedraw(); shogiGui.GameViewModel.Kifu.SetProperty(KifuTreeImpl.PropName_Startpos, "9/9/9/9/9/9/9/9/9 b K1R1B1G2S2N2L2P9 k1r1b1g2s2n2l2p9 1"); } }
public override void Step() { // 入っているマウス操作イベントのうち、マウスムーブは 1つに 集約 します。 bool bMouseMove_SceneB_1TumamitaiKoma = false; // 入っているマウス操作イベントは、全部捨てていきます。 MouseEventState[] queue = this.MouseEventQueue.ToArray(); this.MouseEventQueue.Clear(); foreach (MouseEventState eventState in queue) { switch (this.shogiGui.Scene) { case SceneName.SceneB_1TumamitaiKoma: { #region つまみたい駒 switch (eventState.Name2) { case MouseEventStateName.Arive: { #region アライブ //------------------------------ // メナス //------------------------------ Util_Menace.Menace(this.shogiGui); #endregion } break; case MouseEventStateName.MouseMove: { #region マウスムーブ if (bMouseMove_SceneB_1TumamitaiKoma) { continue; } bMouseMove_SceneB_1TumamitaiKoma = true; SkyConst src_Sky = shogiGui.GameViewModel.GuiSkyConst; Point mouse = eventState.MouseLocation; //---------- // 将棋盤:升目 //---------- foreach (UserWidget widget in shogiGui.Shape_PnlTaikyoku.Widgets.Values) { if ("Masu" == widget.Type && Okiba.ShogiBan == widget.Okiba) { Shape_BtnMasuImpl cell = (Shape_BtnMasuImpl)widget.Object; cell.LightByMouse(mouse.X, mouse.Y); if (cell.Light) { shogiGui.ResponseData.ToRedraw(); } break; } } //---------- // 駒置き、駒袋:升目 //---------- foreach (UserWidget widget in shogiGui.Shape_PnlTaikyoku.Widgets.Values) { if ("Masu" == widget.Type && widget.Okiba.HasFlag(Okiba.Sente_Komadai | Okiba.Gote_Komadai | Okiba.KomaBukuro)) { Shape_BtnMasuImpl cell = (Shape_BtnMasuImpl)widget.Object; cell.LightByMouse(mouse.X, mouse.Y); if (cell.Light) { shogiGui.ResponseData.ToRedraw(); } } } //---------- // 駒 //---------- foreach (Shape_BtnKomaImpl btnKoma in shogiGui.Shape_PnlTaikyoku.BtnKomaDoors) { btnKoma.LightByMouse(mouse.X, mouse.Y); if (btnKoma.Light) { shogiGui.ResponseData.ToRedraw(); RO_Star_Koma koma = Util_Koma.AsKoma(src_Sky.StarlightIndexOf(btnKoma.Koma).Now); if (Okiba.ShogiBan == Util_Masu.Masu_ToOkiba(koma.Masu)) { // マウスオーバーした駒の利き TimedB.Check_MouseoverKomaKiki(shogiGui, btnKoma.Koma); break; } } } foreach (UserWidget widget in shogiGui.Shape_PnlTaikyoku.Widgets.Values) { if (widget.IsLight_OnFlowB_1TumamitaiKoma) { widget.LightByMouse(mouse.X, mouse.Y); if (widget.Light) { shogiGui.ResponseData.ToRedraw(); } } } #endregion } break; case MouseEventStateName.MouseLeftButtonDown: { #region マウス左ボタンダウン SceneName nextPhaseB = SceneName.Ignore; SkyConst src_Sky = shogiGui.GameViewModel.GuiSkyConst; //---------- // 駒 //---------- foreach (Shape_BtnKomaImpl btnKoma in shogiGui.Shape_PnlTaikyoku.BtnKomaDoors) { if (btnKoma.HitByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) { //>>>>>>>>>> 駒にヒットしました。 if (null != shogiGui.Shape_PnlTaikyoku.Btn_TumandeiruKoma(shogiGui)) { //>>>>>>>>>> 既に選択されている駒があります。→★成ろうとしたときの、取られる相手の駒かも。 goto gt_Next1; } // 既に選択されている駒には無効 if (shogiGui.Shape_PnlTaikyoku.FigTumandeiruKoma == (int)btnKoma.Koma) { goto gt_Next1; } if (btnKoma.HitByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) //>>>>> 駒をつまみました。 { // 駒をつまみます。 shogiGui.Shape_PnlTaikyoku.SetFigTumandeiruKoma((int)btnKoma.Koma); shogiGui.Shape_PnlTaikyoku.SelectFirstTouch = true; nextPhaseB = SceneName.SceneB_2OkuKoma; shogiGui.Shape_PnlTaikyoku.SetMouseStarlightOrNull2( src_Sky.StarlightIndexOf(btnKoma.Koma) //TODO:改造 ); shogiGui.Shape_PnlTaikyoku.SetHMovedKoma(Fingers.Error_1); shogiGui.ResponseData.ToRedraw(); } } gt_Next1: ; } //---------- // 既に選択されている駒 //---------- Shape_BtnKoma btnKoma_Selected = shogiGui.Shape_PnlTaikyoku.Btn_TumandeiruKoma(shogiGui); //---------- // 各種ボタン //---------- { foreach (UserWidget widget in shogiGui.Shape_PnlTaikyoku.Widgets.Values) { if (widget.HitByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) { if (null != widget.Delegate_MouseHitEvent) { widget.Delegate_MouseHitEvent( shogiGui , btnKoma_Selected ); } } } } shogiGui.SetScene(nextPhaseB); //------------------------------ // このメインパネルの反応 //------------------------------ shogiGui.Response("MouseOperation"); #endregion } break; case MouseEventStateName.MouseLeftButtonUp: { #region マウス左ボタンアップ SkyConst src_Sky = shogiGui.GameViewModel.GuiSkyConst; //---------- // 将棋盤:升目 //---------- foreach (UserWidget widget in shogiGui.Shape_PnlTaikyoku.Widgets.Values) { if ("Masu" == widget.Type && Okiba.ShogiBan == widget.Okiba) { Shape_BtnMasuImpl cell = (Shape_BtnMasuImpl)widget.Object; if (cell.DeselectByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) { shogiGui.ResponseData.ToRedraw(); } } } //---------- // 駒置き、駒袋:升目 //---------- foreach (UserWidget widget in shogiGui.Shape_PnlTaikyoku.Widgets.Values) { if ("Masu" == widget.Type && widget.Okiba.HasFlag(Okiba.Sente_Komadai | Okiba.Gote_Komadai | Okiba.KomaBukuro)) { Shape_BtnMasuImpl cell = (Shape_BtnMasuImpl)widget.Object; if (cell.DeselectByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) { shogiGui.ResponseData.ToRedraw(); } } } //---------- // 駒 //---------- foreach (Shape_BtnKomaImpl btnKoma in shogiGui.Shape_PnlTaikyoku.BtnKomaDoors) { if (btnKoma.HitByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) { //>>>>> つまんでいる駒から、指を放しました shogiGui.Shape_PnlTaikyoku.SetFigTumandeiruKoma(-1); RO_Star_Koma koma1 = Util_Koma.AsKoma(src_Sky.StarlightIndexOf((int)btnKoma.Koma).Now); if (Okiba.ShogiBan == Util_Masu.GetOkiba(koma1.Masu)) { //---------- // 移動済表示 //---------- shogiGui.Shape_PnlTaikyoku.SetHMovedKoma(btnKoma.Koma); //------------------------------ // 棋譜に符号を追加(マウスボタンが放されたとき)TODO:まだ早い。駒が成るかもしれない。 //------------------------------ // 棋譜 Starlight dstStarlight = shogiGui.Shape_PnlTaikyoku.MouseStarlightOrNull2; System.Diagnostics.Debug.Assert(null != dstStarlight, "mouseStarlightがヌル"); Starlight srcStarlight = src_Sky.StarlightIndexOf(btnKoma.Koma); System.Diagnostics.Debug.Assert(null != srcStarlight, "komaStarlightがヌル"); ShootingStarlightable move = new RO_ShootingStarlight( //btnKoma.Koma, dstStarlight.Now, srcStarlight.Now, shogiGui.Shape_PnlTaikyoku.MousePos_FoodKoma != null ? shogiGui.Shape_PnlTaikyoku.MousePos_FoodKoma.Syurui : PieceType.None ); // 選択している駒の元の場所と、移動先 // TODO: 一手[巻戻し]のときは追加したくない Node <ShootingStarlightable, KyokumenWrapper> newNode = new KifuNodeImpl(move, new KyokumenWrapper(new SkyConst(src_Sky)), KifuNodeImpl.GetReverseTebanside(((KifuNode)shogiGui.GameViewModel.Kifu.CurNode).Tebanside) ); //マウスの左ボタンを放したときです。 ((KifuNode)KifuNarabe_KifuWrapper.CurNode(shogiGui.GameViewModel.Kifu)).AppendChildA_New(newNode); Util_InServer.SetCurNode_Srv(shogiGui, newNode); shogiGui.ResponseData.ToRedraw(); //------------------------------ // 符号表示 //------------------------------ FugoJ fugoJ; RO_Star_Koma koma2 = Util_Koma.AsKoma(move.LongTimeAgo); fugoJ = JFugoCreator15Array.ItemMethods[(int)Haiyaku184Array.Syurui(koma2.Haiyaku)](move, new KyokumenWrapper(src_Sky)); //「▲2二角成」なら、馬(dst)ではなくて角(src)。 shogiGui.Shape_PnlTaikyoku.SetFugo(fugoJ.ToText_UseDou( KifuNarabe_KifuWrapper.CurNode(shogiGui.GameViewModel.Kifu) )); //------------------------------ // チェンジターン //------------------------------ if (!shogiGui.Shape_PnlTaikyoku.Requested_NaruDialogToShow) { shogiGui.ChangeTurn(); //マウス左ボタンを放したのでチェンジターンします。 } shogiGui.ResponseData.OutputTxt = ResponseGedanTxt.Kifu; shogiGui.ResponseData.ToRedraw(); } } } //------------------------------------------------------------ // 選択解除か否か //------------------------------------------------------------ { foreach (UserWidget widget in shogiGui.Shape_PnlTaikyoku.Widgets.Values) { if (widget.DeselectByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y, shogiGui)) { shogiGui.ResponseData.ToRedraw(); } } } //------------------------------ // このメインパネルの反応 //------------------------------ shogiGui.Response("MouseOperation"); #endregion } break; } #endregion } break; case SceneName.SceneB_2OkuKoma: { #region 置く駒 switch (eventState.Name2) { case MouseEventStateName.MouseLeftButtonUp: { #region マウス左ボタンアップ Node <ShootingStarlightable, KyokumenWrapper> siteiNode = KifuNarabe_KifuWrapper.CurNode(shogiGui.GameViewModel.Kifu); SkyConst src_Sky = shogiGui.GameViewModel.GuiSkyConst; //---------- // 駒 //---------- foreach (Shape_BtnKomaImpl btnKoma in shogiGui.Shape_PnlTaikyoku.BtnKomaDoors) { if (btnKoma.HitByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) { //>>>>> マウスが重なっていました if (shogiGui.Shape_PnlTaikyoku.SelectFirstTouch) { // クリックのマウスアップ shogiGui.Shape_PnlTaikyoku.SelectFirstTouch = false; } else { RO_Star_Koma koma = Util_Koma.AsKoma(src_Sky.StarlightIndexOf(btnKoma.Koma).Now); if (Okiba.ShogiBan == Util_Masu.GetOkiba(koma.Masu)) { //>>>>> 将棋盤の上に置いてあった駒から、指を放しました //System.C onsole.WriteLine("つまんでいる駒を放します。(4)"); shogiGui.Shape_PnlTaikyoku.SetFigTumandeiruKoma(-1); //---------- // 移動済表示 //---------- shogiGui.Shape_PnlTaikyoku.SetHMovedKoma(btnKoma.Koma); //------------------------------ // 棋譜に符号を追加(マウスボタンが放されたとき)TODO:まだ早い。駒が成るかもしれない。 //------------------------------ ShootingStarlightable move = new RO_ShootingStarlight( //btnKoma.Koma, shogiGui.Shape_PnlTaikyoku.MouseStarlightOrNull2.Now, src_Sky.StarlightIndexOf(btnKoma.Koma).Now, shogiGui.Shape_PnlTaikyoku.MousePos_FoodKoma != null ? shogiGui.Shape_PnlTaikyoku.MousePos_FoodKoma.Syurui : PieceType.None ); // 選択している駒の元の場所と、移動先 ShootingStarlightable last; { last = siteiNode.Key; } //ShootingStarlightable previousMove = last; //符号の追加が行われる前に退避 Node <ShootingStarlightable, KyokumenWrapper> newNode = new KifuNodeImpl( move, new KyokumenWrapper(new SkyConst(src_Sky)), KifuNodeImpl.GetReverseTebanside(((KifuNode)shogiGui.GameViewModel.Kifu.CurNode).Tebanside) ); //マウスの左ボタンを放したときです。 ((KifuNode)KifuNarabe_KifuWrapper.CurNode(shogiGui.GameViewModel.Kifu)).AppendChildA_New(newNode); Util_InServer.SetCurNode_Srv(shogiGui, newNode); shogiGui.ResponseData.ToRedraw(); // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ // ここでツリーの内容は変わっている。 // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ //------------------------------ // 符号表示 //------------------------------ RO_Star_Koma koma2 = Util_Koma.AsKoma(move.LongTimeAgo); FugoJ fugoJ; fugoJ = JFugoCreator15Array.ItemMethods[(int)Haiyaku184Array.Syurui(koma2.Haiyaku)](move, new KyokumenWrapper(src_Sky)); //「▲2二角成」なら、馬(dst)ではなくて角(src)。 shogiGui.Shape_PnlTaikyoku.SetFugo(fugoJ.ToText_UseDou( KifuNarabe_KifuWrapper.CurNode(shogiGui.GameViewModel.Kifu) )); //------------------------------ // チェンジターン //------------------------------ if (!shogiGui.Shape_PnlTaikyoku.Requested_NaruDialogToShow) { //System.C onsole.WriteLine("マウス左ボタンを放したのでチェンジターンします。"); shogiGui.ChangeTurn(); //マウス左ボタンを放したのでチェンジターンします。 } shogiGui.ResponseData.OutputTxt = ResponseGedanTxt.Kifu; shogiGui.ResponseData.ToRedraw(); } } } } //------------------------------ // このメインパネルの反応 //------------------------------ shogiGui.Response("MouseOperation"); #endregion } break; case MouseEventStateName.MouseLeftButtonDown: { #region マウス左ボタンダウン SceneName nextPhaseB = SceneName.Ignore; //System.C onsole.WriteLine("B2マウスダウン"); //---------- // つまんでいる駒 //---------- Shape_BtnKoma btnTumandeiruKoma = shogiGui.Shape_PnlTaikyoku.Btn_TumandeiruKoma(shogiGui); if (null == btnTumandeiruKoma) { //System.C onsole.WriteLine("つまんでいる駒なし"); goto gt_nextBlock; } //>>>>> 選択されている駒があるとき Starlight tumandeiruLight = shogiGui.GameViewModel.GuiSkyConst.StarlightIndexOf((int)btnTumandeiruKoma.Finger); //---------- // 指したい先 //---------- Shape_BtnMasuImpl btnSasitaiMasu = null; //---------- // 将棋盤:升目 <移動先など> //---------- foreach (UserWidget widget in shogiGui.Shape_PnlTaikyoku.Widgets.Values) { if ("Masu" == widget.Type && Okiba.ShogiBan == widget.Okiba) { if (widget.HitByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) //>>>>> 指したいマスはここです。 { btnSasitaiMasu = (Shape_BtnMasuImpl)widget.Object; break; } } } //---------- // 駒置き、駒袋:升目 //---------- foreach (UserWidget widget in shogiGui.Shape_PnlTaikyoku.Widgets.Values) { if ("Masu" == widget.Type && widget.Okiba.HasFlag(Okiba.Sente_Komadai | Okiba.Gote_Komadai | Okiba.KomaBukuro)) { Shape_BtnMasuImpl btnSasitaiMasu2 = (Shape_BtnMasuImpl)widget.Object; if (btnSasitaiMasu2.HitByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) //>>>>> 升目をクリックしたとき { bool match = false; shogiGui.GameViewModel.GuiSkyConst.Foreach_Starlights((Finger finger, Starlight ml, ref bool toBreak) => { RO_Star_Koma koma = Util_Koma.AsKoma(ml.Now); if (koma.Masu == btnSasitaiMasu2.Zahyo) { //>>>>> そこに駒が置いてあった。 #if DEBUG // MessageBox.Show("駒が置いてあった","デバッグ中"); #endif match = true; toBreak = true; } }); if (!match) { btnSasitaiMasu = btnSasitaiMasu2; goto gt_EndKomaoki; } } } } gt_EndKomaoki: ; if (null == btnSasitaiMasu) { // 指したいマスなし goto gt_nextBlock; } //指したいマスが選択されたとき // TODO:合法手かどうか判定したい。 if (Okiba.ShogiBan == Util_Masu.Masu_ToOkiba(btnSasitaiMasu.Zahyo)) //>>>>> 将棋盤:升目 <移動先など> { //------------------------------ // 成る/成らない //------------------------------ // // 盤上の、不成の駒で、 / 相手陣に入るものか、相手陣から出てくる駒 ※先手・後手区別なし // RO_Star_Koma koma = Util_Koma.AsKoma(tumandeiruLight.Now); if ( Okiba.ShogiBan == Util_Masu.Masu_ToOkiba(koma.Masu) && Util_Sky.IsNareruKoma(tumandeiruLight) && ( Util_Masu.InAitejin(btnSasitaiMasu.Zahyo, Util_InServer.CurPside(shogiGui)) || Util_Sky.InAitejin(tumandeiruLight) ) ) { // 成るか/成らないか ダイアログボックスを表示します。 shogiGui.Shape_PnlTaikyoku.Request_NaruDialogToShow(true); } if (shogiGui.Shape_PnlTaikyoku.Requested_NaruDialogToShow) { // 成る/成らないボタン表示 shogiGui.Shape_PnlTaikyoku.GetWidget("BtnNaru").Visible = true; shogiGui.Shape_PnlTaikyoku.GetWidget("BtnNaranai").Visible = true; shogiGui.Shape_PnlTaikyoku.SetNaruMasu(btnSasitaiMasu); nextPhaseB = SceneName.SceneB_3ErabuNaruNaranai; } else { shogiGui.Shape_PnlTaikyoku.GetWidget("BtnNaru").Visible = false; shogiGui.Shape_PnlTaikyoku.GetWidget("BtnNaranai").Visible = false; // 駒を動かします。 { // GuiからServerへ渡す情報 PieceType syurui; Starlight dst; Util_InGui.Komamove1a_49Gui(out syurui, out dst, btnTumandeiruKoma, btnSasitaiMasu, shogiGui); // ServerからGuiへ渡す情報 bool torareruKomaAri; RO_Star_Koma koma_Food_after; Util_InServer.Komamove1a_50Srv(out torareruKomaAri, out koma_Food_after, dst, btnTumandeiruKoma.Koma, Util_Koma.AsKoma(dst.Now), shogiGui); Util_InGui.Komamove1a_51Gui(torareruKomaAri, koma_Food_after, shogiGui); } nextPhaseB = SceneName.SceneB_1TumamitaiKoma; } shogiGui.ResponseData.ToRedraw(); } else if ((Okiba.Sente_Komadai | Okiba.Gote_Komadai).HasFlag( Util_Masu.GetOkiba(btnSasitaiMasu.Zahyo))) //>>>>> 駒置き:升目 { //System.C onsole.WriteLine("駒台上"); RO_Star_Koma koma = Util_Koma.AsKoma(shogiGui.GameViewModel.GuiSkyConst.StarlightIndexOf(btnTumandeiruKoma.Koma).Now); SkyBuffer buffer_Sky = new SkyBuffer(shogiGui.GameViewModel.GuiSkyConst); buffer_Sky.AddOverwriteStarlight(btnTumandeiruKoma.Koma, new RO_MotionlessStarlight( //btnTumandeiruKoma.Koma, new RO_Star_Koma(Converter04.Okiba_ToPside(Util_Masu.GetOkiba(btnSasitaiMasu.Zahyo)),// 先手の駒置きに駒を置けば、先手の向きに揃えます。 btnSasitaiMasu.Zahyo, KomaSyurui14Array.NarazuCaseHandle(Haiyaku184Array.Syurui(koma.Haiyaku))) )); shogiGui.GameViewModel.SetGuiSky(new SkyConst(buffer_Sky)); nextPhaseB = SceneName.SceneB_1TumamitaiKoma; shogiGui.ResponseData.RedrawStarlights(); // 駒の再描画要求 shogiGui.ResponseData.ToRedraw(); } gt_nextBlock: //---------- // 既に選択されている駒 //---------- Shape_BtnKoma btnKoma_Selected = shogiGui.Shape_PnlTaikyoku.Btn_TumandeiruKoma(shogiGui); //---------- // 初期配置ボタン //---------- { foreach (UserWidget widget in shogiGui.Shape_PnlTaikyoku.Widgets.Values) { if (widget.HitByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) { if (null != widget.Delegate_MouseHitEvent) { widget.Delegate_MouseHitEvent( shogiGui , btnKoma_Selected ); } } } } shogiGui.SetScene(nextPhaseB); //------------------------------ // このメインパネルの反応 //------------------------------ shogiGui.Response("MouseOperation"); #endregion } break; case MouseEventStateName.MouseRightButtonDown: { #region マウス右ボタンダウン // 各駒の、移動済フラグを解除 //System.C onsole.WriteLine("つまんでいる駒を放します。(5)"); shogiGui.Shape_PnlTaikyoku.SetFigTumandeiruKoma(-1); shogiGui.Shape_PnlTaikyoku.SelectFirstTouch = false; //------------------------------ // 状態を戻します。 //------------------------------ shogiGui.SetScene(SceneName.SceneB_1TumamitaiKoma); //------------------------------ // このメインパネルの反応 //------------------------------ shogiGui.Response("MouseOperation"); #endregion } break; } #endregion } break; case SceneName.SceneB_3ErabuNaruNaranai: { #region 成る成らない switch (eventState.Name2) { case MouseEventStateName.MouseLeftButtonDown: { #region マウス左ボタンダウン SceneName nextPhaseB = SceneName.Ignore; //GuiSky この関数の途中で変更される。ローカル変数に入れているものは古くなる。 //---------- // 既に選択されている駒 //---------- Shape_BtnKoma btnKoma_Selected = shogiGui.Shape_PnlTaikyoku.Btn_TumandeiruKoma(shogiGui); string[] buttonNames = new string[] { "BtnNaru", // [成る]ボタン "BtnNaranai" // [成らない]ボタン }; foreach (string buttonName in buttonNames) { UserWidget widget = shogiGui.Shape_PnlTaikyoku.GetWidget(buttonName); if (widget.HitByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) { if (null != widget.Delegate_MouseHitEvent) { widget.Delegate_MouseHitEvent( shogiGui , btnKoma_Selected ); } } } // //---------- // 既に選択されている駒 //---------- //Shape_BtnKomaImpl btnKoma_Selected = shogiGui.Shape_PnlTaikyoku.Btn_TumandeiruKoma(shogiGui); //---------- // 初期配置ボタン //---------- { foreach (UserWidget widget in shogiGui.Shape_PnlTaikyoku.Widgets.Values) { if (widget.HitByMouse(eventState.MouseLocation.X, eventState.MouseLocation.Y)) { if (null != widget.Delegate_MouseHitEvent) { widget.Delegate_MouseHitEvent( shogiGui , btnKoma_Selected ); } } } } shogiGui.SetScene(nextPhaseB); //------------------------------ // このメインパネルの反応 //------------------------------ shogiGui.Response("MouseOperation"); #endregion } break; } #endregion } break; } } //gt_EndMethod1: // ; }
/// <summary> /// 駒を動かします(1)。マウスボタンが押下されたとき。 /// /// 成る、成らない関連。 /// /// </summary> public static void Komamove1a_50Srv( out bool torareruKomaAri, out RO_Star_Koma koma_Food_after, Starlight dst, Finger btnTumandeiruKoma_Koma, RO_Star_Koma koma1, IRoomViewModel roomViewModel ) { Finger btnKoma_Food_Koma; torareruKomaAri = false; // 取られることになる駒のボタン btnKoma_Food_Koma = Util_Sky.Fingers_AtMasuNow(roomViewModel.GameViewModel.GuiSkyConst, koma1.Masu).ToFirst(); if (Fingers.Error_1 == btnKoma_Food_Koma) { koma_Food_after = null; btnKoma_Food_Koma = Fingers.Error_1; goto gt_EndBlock1; } //>>>>> 取る駒があったとき torareruKomaAri = true; PieceType koma_Food_pre_Syurui = Util_Koma.AsKoma(roomViewModel.GameViewModel.GuiSkyConst.StarlightIndexOf(btnKoma_Food_Koma).Now).Syurui; // その駒は、駒置き場に移動させます。 SyElement akiMasu; switch (koma1.Pside) { case Playerside.P2: akiMasu = KifuIO.GetKomadaiKomabukuroSpace(Okiba.Gote_Komadai, roomViewModel.GameViewModel.GuiSkyConst); if (Masu_Honshogi.Error != akiMasu) { // 駒台に空きスペースがありました。 //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> koma_Food_after = new RO_Star_Koma( Playerside.P2, akiMasu, //駒台へ KomaSyurui14Array.NarazuCaseHandle(koma_Food_pre_Syurui) ); } else { // エラー: 駒台に空きスペースがありませんでした。 //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> koma_Food_after = new RO_Star_Koma( Playerside.P2, Util_Masu.OkibaSujiDanToMasu( Okiba.Gote_Komadai, Util_Koma.CTRL_NOTHING_PROPERTY_SUJI, Util_Koma.CTRL_NOTHING_PROPERTY_DAN ), KomaSyurui14Array.NarazuCaseHandle(koma_Food_pre_Syurui) ); } break; case Playerside.P1: //thru default: akiMasu = KifuIO.GetKomadaiKomabukuroSpace(Okiba.Sente_Komadai, roomViewModel.GameViewModel.GuiSkyConst); if (Masu_Honshogi.Error != akiMasu) { // 駒台に空きスペースがありました。 //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> koma_Food_after = new RO_Star_Koma( Playerside.P1, akiMasu, //駒台へ KomaSyurui14Array.NarazuCaseHandle(koma_Food_pre_Syurui) ); } else { // エラー: 駒台に空きスペースがありませんでした。 //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> koma_Food_after = new RO_Star_Koma( Playerside.P1, Util_Masu.OkibaSujiDanToMasu( Okiba.Sente_Komadai, Util_Koma.CTRL_NOTHING_PROPERTY_SUJI, Util_Koma.CTRL_NOTHING_PROPERTY_DAN ), KomaSyurui14Array.NarazuCaseHandle(koma_Food_pre_Syurui) ); } break; } gt_EndBlock1: if (torareruKomaAri) { { SkyBuffer buffer_Sky1; // 取られる動き buffer_Sky1 = new SkyBuffer(roomViewModel.GameViewModel.GuiSkyConst); buffer_Sky1.AddOverwriteStarlight( btnKoma_Food_Koma, new RO_MotionlessStarlight( //btnKoma_Food_Koma, koma_Food_after ) ); roomViewModel.GameViewModel.SetGuiSky(new SkyConst(buffer_Sky1)); // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ // 棋譜は変更された。 // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ } //------------------------------ // 成りは解除。 //------------------------------ switch (Util_Masu.GetOkiba(koma_Food_after.Masu)) { case Okiba.Sente_Komadai: //thru case Okiba.Gote_Komadai: // 駒台へ移動しました //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> SkyBuffer buffer_Sky2 = new SkyBuffer(roomViewModel.GameViewModel.GuiSkyConst); buffer_Sky2.AddOverwriteStarlight( btnKoma_Food_Koma, new RO_MotionlessStarlight( //btnKoma_Food_Koma, koma_Food_after ) ); roomViewModel.GameViewModel.SetGuiSky(new SkyConst(buffer_Sky2)); // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ // 棋譜は変更された。 // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ break; } } SkyBuffer buffer_Sky = new SkyBuffer(roomViewModel.GameViewModel.GuiSkyConst); buffer_Sky.AddOverwriteStarlight(btnTumandeiruKoma_Koma, dst); roomViewModel.GameViewModel.SetGuiSky(new SkyConst(buffer_Sky)); // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ // 棋譜は変更された。 // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ }
/// <summary> /// /// </summary> /// <param name="kifu"></param> /// <param name="restText"></param> /// <param name="startposImporter"></param> /// <param name="logTag"></param> public static void OnChangeSky_Im_Srv( IRoomViewModel roomViewModel, StartposImporter startposImporter, KifuParserA_Genjo genjo ) { // SFENの初期配置の書き方(*1)を元に、駒を並べます。 // // *1…「position startpos moves 7g7f 3c3d 2g2f」といった書き方。 // //------------------------------ // 駒の配置 //------------------------------ { // 先後 Playerside nextTebanside; if (startposImporter.RO_SfenStartpos.PsideIsBlack) { // 黒は先手。 nextTebanside = Converter04.AlternatePside(Playerside.P1);//FIXME:逆か? } else { // 白は後手。 nextTebanside = Converter04.AlternatePside(Playerside.P2);//FIXME:逆か? } ShootingStarlightable move = Util_Sky.NullObjectMove;//ルートなので SkyConst src_Sky_New = startposImporter.ToSky(); Node <ShootingStarlightable, KyokumenWrapper> newNode = new KifuNodeImpl( move, new KyokumenWrapper(new SkyConst(src_Sky_New)), nextTebanside ); Util_InServer.SetCurNode_Srv(roomViewModel, newNode);// GUIに通知するだけ。 } //------------------------------ // 先後 //------------------------------ if (startposImporter.RO_SfenStartpos.PsideIsBlack) { // 黒は先手。 roomViewModel.GameViewModel.Kifu.SetProperty(KifuTreeImpl.PropName_FirstPside, Converter04.AlternatePside(Playerside.P1));//FIXME:逆か? } else { // 白は後手。 roomViewModel.GameViewModel.Kifu.SetProperty(KifuTreeImpl.PropName_FirstPside, Converter04.AlternatePside(Playerside.P2));//FIXME:逆か? } // 駒袋に表示されている駒を、駒台に表示させます。 { // 駒袋に表示されている駒を、駒台へ表示されるように移します。 List <PieceType> syuruiList = new List <PieceType>(); List <int> countList = new List <int>(); List <Playerside> psideList = new List <Playerside>(); //------------------------------------------------------------------------------------------------------------------------ // 移動計画作成 //------------------------------------------------------------------------------------------------------------------------ //------------------------------ // ▲王 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti1K) { syuruiList.Add(PieceType.K); countList.Add(startposImporter.RO_SfenStartpos.Moti1K); psideList.Add(Playerside.P1); //System.C onsole.WriteLine("mK=" + ro_SfenStartpos.Moti1K); } //------------------------------ // ▲飛 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti1R) { syuruiList.Add(PieceType.R); countList.Add(startposImporter.RO_SfenStartpos.Moti1R); psideList.Add(Playerside.P1); //System.C onsole.WriteLine("mR=" + ro_SfenStartpos.Moti1R); } //------------------------------ // ▲角 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti1B) { syuruiList.Add(PieceType.B); countList.Add(startposImporter.RO_SfenStartpos.Moti1B); psideList.Add(Playerside.P1); //System.C onsole.WriteLine("mB=" + ro_SfenStartpos.Moti1B); } //------------------------------ // ▲金 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti1G) { syuruiList.Add(PieceType.G); countList.Add(startposImporter.RO_SfenStartpos.Moti1G); psideList.Add(Playerside.P1); //System.C onsole.WriteLine("mG=" + ro_SfenStartpos.Moti1G); } //------------------------------ // ▲銀 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti1S) { syuruiList.Add(PieceType.S); countList.Add(startposImporter.RO_SfenStartpos.Moti1S); psideList.Add(Playerside.P1); //System.C onsole.WriteLine("mS=" + ro_SfenStartpos.Moti1S); } //------------------------------ // ▲桂 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti1N) { syuruiList.Add(PieceType.N); countList.Add(startposImporter.RO_SfenStartpos.Moti1N); psideList.Add(Playerside.P1); //System.C onsole.WriteLine("mN=" + ro_SfenStartpos.Moti1N); } //------------------------------ // ▲香 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti1L) { syuruiList.Add(PieceType.L); countList.Add(startposImporter.RO_SfenStartpos.Moti1L); psideList.Add(Playerside.P1); //System.C onsole.WriteLine("mL=" + ro_SfenStartpos.Moti1L); } //------------------------------ // ▲歩 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti1P) { syuruiList.Add(PieceType.P); countList.Add(startposImporter.RO_SfenStartpos.Moti1P); psideList.Add(Playerside.P1); //System.C onsole.WriteLine("mP=" + ro_SfenStartpos.Moti1P); } //------------------------------ // △王 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti2k) { syuruiList.Add(PieceType.K); countList.Add(startposImporter.RO_SfenStartpos.Moti2k); psideList.Add(Playerside.P2); //System.C onsole.WriteLine("mk=" + ro_SfenStartpos.Moti2k); } //------------------------------ // △飛 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti2r) { syuruiList.Add(PieceType.R); countList.Add(startposImporter.RO_SfenStartpos.Moti2r); psideList.Add(Playerside.P2); //System.C onsole.WriteLine("mr=" + ro_SfenStartpos.Moti2r); } //------------------------------ // △角 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti2b) { syuruiList.Add(PieceType.B); countList.Add(startposImporter.RO_SfenStartpos.Moti2b); psideList.Add(Playerside.P2); //System.C onsole.WriteLine("mb=" + ro_SfenStartpos.Moti2b); } //------------------------------ // △金 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti2g) { syuruiList.Add(PieceType.G); countList.Add(startposImporter.RO_SfenStartpos.Moti2g); psideList.Add(Playerside.P2); //System.C onsole.WriteLine("mg=" + ro_SfenStartpos.Moti2g); } //------------------------------ // △銀 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti2s) { syuruiList.Add(PieceType.S); countList.Add(startposImporter.RO_SfenStartpos.Moti2s); psideList.Add(Playerside.P2); //System.C onsole.WriteLine("ms=" + ro_SfenStartpos.Moti2s); } //------------------------------ // △桂 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti2n) { syuruiList.Add(PieceType.N); countList.Add(startposImporter.RO_SfenStartpos.Moti2n); psideList.Add(Playerside.P2); //System.C onsole.WriteLine("mn=" + ro_SfenStartpos.Moti2n); } //------------------------------ // △香 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti2l) { syuruiList.Add(PieceType.L); countList.Add(startposImporter.RO_SfenStartpos.Moti2l); psideList.Add(Playerside.P2); //System.C onsole.WriteLine("ml=" + ro_SfenStartpos.Moti2l); } //------------------------------ // △歩 //------------------------------ if (0 < startposImporter.RO_SfenStartpos.Moti2p) { syuruiList.Add(PieceType.P); countList.Add(startposImporter.RO_SfenStartpos.Moti2p); psideList.Add(Playerside.P2); //System.C onsole.WriteLine("mp=" + ro_SfenStartpos.Moti2p); } //------------------------------------------------------------------------------------------------------------------------ // 移動 //------------------------------------------------------------------------------------------------------------------------ for (int i = 0; i < syuruiList.Count; i++) { Playerside itaruPside; //(至)先後 Okiba itaruOkiba; //(至)置き場 if (Playerside.P2 == psideList[i]) { // 宛:後手駒台 itaruPside = Playerside.P2; itaruOkiba = Okiba.Gote_Komadai; } else { // 宛:先手駒台 itaruPside = Playerside.P1; itaruOkiba = Okiba.Sente_Komadai; } //------------------------------ // 駒を、駒袋から駒台に移動させます。 //------------------------------ { SkyBuffer buffer_Sky = new SkyBuffer(roomViewModel.GameViewModel.GuiSkyConst); Fingers komas = Util_Sky.Fingers_ByOkibaSyuruiNow(new SkyConst(buffer_Sky), Okiba.KomaBukuro, syuruiList[i]); int moved = 1; foreach (Finger koma in komas.Items) { // 駒台の空いている枡 SyElement akiMasu = KifuIO.GetKomadaiKomabukuroSpace(itaruOkiba, new SkyConst(buffer_Sky)); buffer_Sky.AddOverwriteStarlight(koma, new RO_MotionlessStarlight( //koma, new RO_Star_Koma( itaruPside, akiMasu, syuruiList[i] ))); if (countList[i] <= moved) { break; } moved++; } roomViewModel.GameViewModel.SetGuiSky(new SkyConst(buffer_Sky)); } } } }
/// <summary> /// ************************************************************************************************************************ /// 将棋盤の上の駒を、全て駒袋に移動します。 [クリアー] /// ************************************************************************************************************************ /// </summary> public static void ClearKifu(MainGui_Csharp mainGui, RepaintRequest repaintRequest) { mainGui.Link_Server.Model_Taikyoku.Kifu.Clear();// 棋譜を空っぽにします。 SkyBuffer buffer_Sky = new SkyBuffer(mainGui.Model_Manual.GuiSkyConst); int figKoma; // 先手 figKoma = (int)Finger_Honshogi.SenteOh; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(/*figKoma,*/ new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro01), PieceType.K))); //先手王 figKoma = (int)Finger_Honshogi.GoteOh; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro02), PieceType.K))); //後手王 figKoma = (int)Finger_Honshogi.Hi1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro03), PieceType.R))); //飛 figKoma = (int)Finger_Honshogi.Hi2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro04), PieceType.R))); figKoma = (int)Finger_Honshogi.Kaku1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro05), PieceType.B))); //角 figKoma = (int)Finger_Honshogi.Kaku2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro06), PieceType.B))); figKoma = (int)Finger_Honshogi.Kin1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro07), PieceType.G))); //金 figKoma = (int)Finger_Honshogi.Kin2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro08), PieceType.G))); figKoma = (int)Finger_Honshogi.Kin3; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro09), PieceType.G))); figKoma = (int)Finger_Honshogi.Kin4; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro10), PieceType.G))); figKoma = (int)Finger_Honshogi.Gin1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro11), PieceType.S))); //銀 figKoma = (int)Finger_Honshogi.Gin2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro12), PieceType.S))); figKoma = (int)Finger_Honshogi.Gin3; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro13), PieceType.S))); figKoma = (int)Finger_Honshogi.Gin4; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro14), PieceType.S))); figKoma = (int)Finger_Honshogi.Kei1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro15), PieceType.N))); //桂 figKoma = (int)Finger_Honshogi.Kei2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro16), PieceType.N))); figKoma = (int)Finger_Honshogi.Kei3; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro17), PieceType.N))); figKoma = (int)Finger_Honshogi.Kei4; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro18), PieceType.N))); figKoma = (int)Finger_Honshogi.Kyo1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro19), PieceType.L))); //香 figKoma = (int)Finger_Honshogi.Kyo2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro20), PieceType.L))); figKoma = (int)Finger_Honshogi.Kyo3; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro21), PieceType.L))); figKoma = (int)Finger_Honshogi.Kyo4; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro22), PieceType.L))); figKoma = (int)Finger_Honshogi.Fu1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro23), PieceType.P))); //歩 figKoma = (int)Finger_Honshogi.Fu2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro24), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu3; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro25), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu4; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro26), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu5; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro27), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu6; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro28), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu7; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro29), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu8; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro30), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu9; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro31), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu10; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro32), PieceType.P))); //歩 figKoma = (int)Finger_Honshogi.Fu11; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro33), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu12; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro34), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu13; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro35), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu14; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro36), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu15; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro37), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu16; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro38), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu17; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro39), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu18; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro40), PieceType.P))); { KifuNode newNode = new KifuNodeImpl( Util_Sky258A.RootMove, //ルートなので new KyokumenWrapper(SkyConst.NewInstance( buffer_Sky, 0//空っぽに戻すので、 0手済みに変更。 )) ); string jsaFugoStr; Util_Functions_Server.SetCurNode_Srv( mainGui.Link_Server.Model_Taikyoku, mainGui.Model_Manual, newNode, out jsaFugoStr); repaintRequest.SetFlag_RefreshRequest(); mainGui.Link_Server.Model_Taikyoku.Kifu.SetProperty(Word_KifuTree.PropName_Startpos, "9/9/9/9/9/9/9/9/9 b K1R1B1G2S2N2L2P9 k1r1b1g2s2n2l2p9 1"); } }