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2 changed files with 62 additions and 14 deletions
26
Doxyfile
26
Doxyfile
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@ -42,7 +42,7 @@ DOXYFILE_ENCODING = UTF-8
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# title of most generated pages and in a few other places.
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# The default value is: My Project.
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PROJECT_NAME = "FrznChessboard MCU Code"
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PROJECT_NAME = FrznChessboard
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# The PROJECT_NUMBER tag can be used to enter a project or revision number. This
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# could be handy for archiving the generated documentation or if some version
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@ -54,7 +54,7 @@ PROJECT_NUMBER =
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# for a project that appears at the top of each page and should give viewers a
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# quick idea about the purpose of the project. Keep the description short.
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PROJECT_BRIEF = "All the code for the MCU inside the chessboard"
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PROJECT_BRIEF = "PIC32MX code inside the chessboard"
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# With the PROJECT_LOGO tag one can specify a logo or an icon that is included
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# in the documentation. The maximum height of the logo should not exceed 55
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@ -67,7 +67,7 @@ PROJECT_LOGO = /home/amr/Pictures/frznchess_pawn_30.png
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# when the HTML document is shown. Doxygen will copy the logo to the output
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# directory.
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PROJECT_ICON =
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PROJECT_ICON = ../../Pictures/frznchess_pawn_30.png
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# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path
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# into which the generated documentation will be written. If a relative path is
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@ -534,7 +534,7 @@ TIMESTAMP = DATETIME
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# normally produced when WARNINGS is set to YES.
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# The default value is: NO.
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EXTRACT_ALL = YES
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EXTRACT_ALL = NO
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# If the EXTRACT_PRIVATE tag is set to YES, all private members of a class will
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# be included in the documentation.
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@ -991,7 +991,8 @@ WARN_LOGFILE =
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# spaces. See also FILE_PATTERNS and EXTENSION_MAPPING
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# Note: If this tag is empty the current directory is searched.
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INPUT = /home/amr/MPLABXProjects/chessmcu.X
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INPUT = "./README.md ./" \
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/home/amr/MPLABXProjects/chessmcu.X
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# This tag can be used to specify the character encoding of the source files
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# that Doxygen parses. Internally Doxygen uses the UTF-8 encoding. Doxygen uses
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@ -1456,7 +1457,8 @@ HTML_STYLESHEET =
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# documentation.
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# This tag requires that the tag GENERATE_HTML is set to YES.
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HTML_EXTRA_STYLESHEET = doxygen-awesome-css/doxygen-awesome.css
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HTML_EXTRA_STYLESHEET = doxygen-awesome-css/doxygen-awesome.css \
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doxygen-awesome-css/doxygen-awesome-sidebar-only.css
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# The HTML_EXTRA_FILES tag can be used to specify one or more extra images or
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# other source files which should be copied to the HTML output directory. Note
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@ -1490,7 +1492,7 @@ HTML_COLORSTYLE = LIGHT
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# Minimum value: 0, maximum value: 359, default value: 220.
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# This tag requires that the tag GENERATE_HTML is set to YES.
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HTML_COLORSTYLE_HUE = 249
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HTML_COLORSTYLE_HUE = 208
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# The HTML_COLORSTYLE_SAT tag controls the purity (or saturation) of the colors
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# in the HTML output. For a value of 0 the output will use gray-scales only. A
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@ -1498,7 +1500,7 @@ HTML_COLORSTYLE_HUE = 249
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# Minimum value: 0, maximum value: 255, default value: 100.
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# This tag requires that the tag GENERATE_HTML is set to YES.
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HTML_COLORSTYLE_SAT = 64
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HTML_COLORSTYLE_SAT = 158
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# The HTML_COLORSTYLE_GAMMA tag controls the gamma correction applied to the
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# luminance component of the colors in the HTML output. Values below 100
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@ -1851,7 +1853,7 @@ SHOW_ENUM_VALUES = NO
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# Minimum value: 0, maximum value: 1500, default value: 250.
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# This tag requires that the tag GENERATE_HTML is set to YES.
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TREEVIEW_WIDTH = 250
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TREEVIEW_WIDTH = 600
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# If the EXT_LINKS_IN_WINDOW option is set to YES, Doxygen will open links to
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# external symbols imported via tag files in a separate window.
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@ -1902,7 +1904,7 @@ FORMULA_MACROFILE =
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# The default value is: NO.
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# This tag requires that the tag GENERATE_HTML is set to YES.
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USE_MATHJAX = NO
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USE_MATHJAX = YES
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# With MATHJAX_VERSION it is possible to specify the MathJax version to be used.
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# Note that the different versions of MathJax have different requirements with
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@ -1913,7 +1915,7 @@ USE_MATHJAX = NO
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# The default value is: MathJax_2.
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# This tag requires that the tag USE_MATHJAX is set to YES.
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MATHJAX_VERSION = MathJax_2
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MATHJAX_VERSION = MathJax_3
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# When MathJax is enabled you can set the default output format to be used for
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# the MathJax output. For more details about the output format see MathJax
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@ -2247,7 +2249,7 @@ LATEX_EMOJI_DIRECTORY =
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# readers/editors.
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# The default value is: NO.
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GENERATE_RTF = YES
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GENERATE_RTF = NO
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# The RTF_OUTPUT tag is used to specify where the RTF docs will be put. If a
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# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of
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@ -44,7 +44,9 @@ struct Square;
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*/
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class Board {
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private:
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std::vector<std::vector<std::unique_ptr<Piece>>> boardGrid; /**< This holds the game state. It is a 2D vector of Piece types, or nullptr for empty squares @image html boardGrid.png "Logical diagram of boardGrid vector" */
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std::vector<std::vector<std::unique_ptr<Piece>>> boardGrid; /**< This holds the game state.
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* It is a 2D vector of Piece types, or nullptr for empty squares
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* @image html boardGrid.svg "Logical diagram of boardGrid vector" */
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Players playerTurn;
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// let's get super object-oriented, baby
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// these help the getters and setters access the boardGrid
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@ -108,15 +110,59 @@ class Board {
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return at(sq) == nullptr;
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}
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/** A function to setup the initial board
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*
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* This initializes the boardGrid with the black and white pieces
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* in their normal starting positions. All empty squares are set
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* to nullptr.
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*/
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void setupInitialPosition();
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/** This function sets the entire board to nullptr
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*
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* This should, if I understand correctly, destroy
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* all the Piece instances that existed because they will no longer
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* have any owners, and smart pointers should auto destruct.
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*/
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void clearBoard();
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/** This does the actual moving of a piece from one square to another
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*
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* Beware! This function does \e not validate if the move is legal. It
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* will simply do whatever it is told to do. So only call this once you
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* are positive the move is legal.
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* Moves to an empty square are simple, just move the Piece to that other
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* square. Captures have to also take note of the piece type captured
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* and add it to the total captured by that side. This should also destroy
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* the smart pointer automatically.
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* @param from The originating square for the Piece that is moving
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* @param to And of course, where it will end up
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*/
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void movePiece(Square from, Square to);
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void nextTurn();
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/** This function takes a standard FEN string and sets up the board.
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*
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* FEN is a standard notation that describes only an exact position and
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* other important things like whose turn it is, whether sides can castle,
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* but it does \e not include the move history of the game. This makes it
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* a simpler format for sharing particular interesting positions.
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*
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* @param strFEN A std::string that contains a valid FEN position
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* @return 0 on success, -1 if the FEN string is invalid
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*/
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int setupFromFEN(std::string strFEN);
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bool isInBounds(Square square) const;
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// serial shift register stuff
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uint64_t serialBoard = 0xFFFF00000000FFFF; // opening position
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/** This takes an incoming serial stream and detects if anything has moved.
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*
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* The input is one bit per piece, so it can only detect the presence or
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* absence of pieces on any particular square. This is the crux of our design,
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* using simpler reed switches for detection instead of RFID or any other two-way
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* communication with the pieces. This moves a lot of the complexity into software,
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* though a lot of the complexity is actually quite easy to deal with from a software
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* point of view.
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*
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* @param incomingBoard A 64-bit value, representing 1 bit per piece.
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*/
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void deserializeBoard(uint64_t incomingBoard);
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};
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Reference in a new issue