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ShogiTab.cs
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using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Input;
using System.Windows.Media;
using WMPLib;
namespace ArmyKnife
{
public partial class MainWindow
{
// 将棋タブ 関連変数
// 接頭辞s:先手, g:後手
private string SY_status = "棋譜";
Label[,] gobanLabel;
RowDefinition[] dan = new RowDefinition[10]; // 行, 段, 横
ColumnDefinition[] suji = new ColumnDefinition[10]; // 列, 筋, 縦
Dictionary<char, short> sKomadai, gKomadai; // 駒台
GridLength gridWidth = new GridLength(35); // 1マスの幅
GridLength gridheight = new GridLength(45); // 1マスの高さ
//FontFamily font = new FontFamily("藍原筆文字楷書");
FontFamily font = new FontFamily("HG正楷書体-PRO"); // 駒のフォント
int fontSize = 28; // 駒のフォントサイズ
Transform transformTekijin = new RotateTransform(180, 19, 20); // 敵陣の駒の向き
Transform transformJijin = new RotateTransform(0, 0, 0); // 自陣の駒の向き
SolidColorBrush mySolidColorBrushCurrent = new SolidColorBrush(Colors.Azure); // 将棋盤の色
SolidColorBrush mySolidColorBrushOriginal = new SolidColorBrush(Colors.WhiteSmoke); // 移動後の色
short suji_before = 0, dan_before = 0; // 打った際に前の場所の背景色を戻すため、座標を記録しておく
short tesu = 0; // 手数
// 駒音の再生
WindowsMediaPlayer mediaPlayer = new WindowsMediaPlayer();
void make_goban(char _teban)
{
// 将棋盤を綺麗にする
SY_GobanGrid.Children.Clear();
SY_GobanGrid.ShowGridLines = true;
SY_KifuTextBox.Text = string.Empty;
suji_before = dan_before = 5; // 5五にしておけばとりあえず問題無さそう
sKomadai = new Dictionary<char, short>();
gKomadai = new Dictionary<char, short>();
sKomadai.Add('歩', 0); gKomadai.Add('歩', 0);
sKomadai.Add('桂', 0); gKomadai.Add('桂', 0);
sKomadai.Add('香', 0); gKomadai.Add('香', 0);
sKomadai.Add('銀', 0); gKomadai.Add('銀', 0);
sKomadai.Add('金', 0); gKomadai.Add('金', 0);
sKomadai.Add('角', 0); gKomadai.Add('角', 0);
sKomadai.Add('飛', 0); gKomadai.Add('飛', 0);
// 段, 筋の初期化
for (int i = 0; i < 10; i++)
{
dan[i] = new RowDefinition
{
Height = gridheight
};
SY_GobanGrid.RowDefinitions.Add(dan[i]);
suji[i] = new ColumnDefinition
{
Width = gridWidth
};
SY_GobanGrid.ColumnDefinitions.Add(suji[i]);
}
gobanLabel = new Label[11, 11];
if (_teban == '▲')
{
// 先手番の盤の向き
for (int i = 8; i >= 0; i--)
{
// 筋の目盛
gobanLabel[0, i] = new Label
{
Content = i + 1,
HorizontalAlignment = System.Windows.HorizontalAlignment.Center,
FontWeight = FontWeights.Bold,
FontSize = fontSize
};
Grid.SetRow(gobanLabel[0, i], 0);
Grid.SetColumn(gobanLabel[0, i], 8 - i);
SY_GobanGrid.Children.Add(gobanLabel[0, i]);
// 駒エリア
for (int j = 8; j >= 0; j--)
{
gobanLabel[j + 1, i + 1] = new Label
{
Content = string.Empty,
HorizontalAlignment = System.Windows.HorizontalAlignment.Center,
FontFamily = font,
FontWeight = FontWeights.Bold,
FontSize = fontSize
};
Grid.SetRow(gobanLabel[j + 1, i + 1], i + 1);
Grid.SetColumn(gobanLabel[j + 1, i + 1], 8 - j);
SY_GobanGrid.Children.Add(gobanLabel[j + 1, i + 1]);
}
}
// 段の目盛
for (int i = 0; i < 9; i++)
{
gobanLabel[i, 10] = new Label
{
Content = suji2kanji(i + 1),
HorizontalAlignment = System.Windows.HorizontalAlignment.Center,
FontFamily = font,
FontSize = fontSize,
FontWeight = FontWeights.Bold
};
Grid.SetRow(gobanLabel[i, 10], i + 1);
Grid.SetColumn(gobanLabel[i, 10], 9);
SY_GobanGrid.Children.Add(gobanLabel[i, 10]);
}
// 敵陣の向きを変更
for (int i = 1; i <= 9; i++)
{
gobanLabel[i, 1].RenderTransform =
gobanLabel[i, 2].RenderTransform =
gobanLabel[i, 3].RenderTransform = transformTekijin;
// gobanLabel[i, 1].Foreground =
// gobanLabel[i, 2].Foreground =
// gobanLabel[i, 3].Foreground =
// new SolidColorBrush(Colors.ForestGreen);
}
// 王・玉
gobanLabel[5, 1].Content = "玉";
gobanLabel[5, 9].Content = "王";
}
else if (_teban == '△')
{
// 後手番の盤の向き
for (int i = 0; i <= 8; i++)
{
// 筋の目盛
gobanLabel[0, 9 - i] = new Label
{
Content = i + 1,
HorizontalAlignment = System.Windows.HorizontalAlignment.Center,
FontSize = fontSize,
FontWeight = FontWeights.Bold
};
Grid.SetRow(gobanLabel[0, 9 - i], 0);
Grid.SetColumn(gobanLabel[0, 9 - i], i);
SY_GobanGrid.Children.Add(gobanLabel[0, 9 - i]);
// 駒エリア
for (int j = 8; j >= 0; j--)
{
gobanLabel[i + 1, j + 1] = new Label
{
Content = string.Empty,
FontFamily = font,
FontSize = fontSize,
FontWeight = FontWeights.Bold,
HorizontalAlignment = System.Windows.HorizontalAlignment.Center
};
Grid.SetRow(gobanLabel[i + 1, j + 1], 9 - j);
Grid.SetColumn(gobanLabel[i + 1, j + 1], i);
SY_GobanGrid.Children.Add(gobanLabel[i + 1, j + 1]);
}
}
// 段の目盛
for (int i = 0; i < 9; i++)
{
gobanLabel[9 - i, 10] = new Label
{
Content = suji2kanji(i + 1),
HorizontalAlignment = System.Windows.HorizontalAlignment.Center,
FontFamily = font,
FontSize = fontSize,
FontWeight = FontWeights.Bold
};
Grid.SetRow(gobanLabel[9 - i, 10], 9 - i);
Grid.SetColumn(gobanLabel[9 - i, 10], 9);
SY_GobanGrid.Children.Add(gobanLabel[9 - i, 10]);
}
// 敵陣の向きを変更
for (int i = 1; i <= 9; i++)
{
gobanLabel[i, 7].RenderTransform =
gobanLabel[i, 8].RenderTransform =
gobanLabel[i, 9].RenderTransform = transformTekijin;
//gobanLabel[i, 7].Foreground =
// gobanLabel[i, 8].Foreground =
// gobanLabel[i, 9].Foreground =
// new SolidColorBrush(Colors.ForestGreen);
}
// 王・玉
gobanLabel[5, 9].Content = "玉";
gobanLabel[5, 1].Content = "王";
}
// 駒並べ
for (int i = 1; i <= 9; i++)
{
gobanLabel[i, 3].Content = gobanLabel[i, 7].Content = "歩";
}
gobanLabel[1, 1].Content = gobanLabel[9, 1].Content =
gobanLabel[1, 9].Content = gobanLabel[9, 9].Content = "香";
gobanLabel[2, 1].Content = gobanLabel[8, 1].Content =
gobanLabel[2, 9].Content = gobanLabel[8, 9].Content = "桂";
gobanLabel[3, 1].Content = gobanLabel[7, 1].Content =
gobanLabel[3, 9].Content = gobanLabel[7, 9].Content = "銀";
gobanLabel[4, 1].Content = gobanLabel[6, 1].Content =
gobanLabel[4, 9].Content = gobanLabel[6, 9].Content = "金";
gobanLabel[2, 2].Content = gobanLabel[8, 8].Content = "角";
gobanLabel[2, 8].Content = gobanLabel[8, 2].Content = "飛";
}
private void SY_TabItem_KeyDown(object sender, KeyEventArgs e)
{
// 歩FU 香KY 桂KE 銀GI 金KI 角KA 飛HI 王OU と金TO 成香NY 成桂NK 成銀NG 馬UM 龍RY
string tmp = string.Empty;
switch (e.Key)
{
case Key.S: // 先手番
tmp = "▲";
break;
case Key.D0 or Key.D1 or Key.D2 or Key.D3 or Key.D4 or // "D0", "D1", ...
Key.D5 or Key.D6 or Key.D7 or Key.D8 or Key.D9:
tmp = e.Key.ToString().Substring(1);
break;
case Key.F or Key.U or Key.K or Key.E or Key.I or Key.G or
Key.O or Key.M or Key.R or Key.Y or Key.T or Key.H or Key.A:
// 入力無しかつ押下がGなら 後手△ を入れる
if (SY_CommandLabel.Content.ToString() == string.Empty && e.Key == Key.G)
{
tmp = "△";
}
// 何か入ってたらそのまま入れる
else if (SY_CommandLabel.Content.ToString() != string.Empty)
{
tmp = e.Key.ToString();
}
break;
case Key.Escape:
//do_sashite();
// ▲, △で碁盤の向きを変更
try
{
char teban = SY_CommandLabel.Content.ToString()[0];
if (teban == '▲' || teban == '△')
{
make_goban(SY_CommandLabel.Content.ToString()[0]);
}
}
catch (Exception) { }
break;
case Key.Enter:
do_sashite(SY_CommandLabel.Content.ToString());
break;
default:
SY_CommandLabel.Content = "";
break;
}
SY_CommandLabel.Content = SY_CommandLabel.Content.ToString() + tmp;
convert_sashite();
}
void convert_sashite()
{
string tmp = SY_CommandLabel.Content.ToString();
int length = tmp.Length;
string kanji = string.Empty;
if (Regex.IsMatch(tmp, @"[1-9]{2,2}")) // 2桁の数字が登場したら、一の位を漢数字に変える
{
kanji = suji2kanji(int.Parse(tmp.Substring(length - 1)));
tmp = tmp.Substring(0, length - 1) + kanji;
SY_CommandLabel.Content = tmp;
}
else if (Regex.IsMatch(tmp, @"[A-Y]{2,2}"))
{ // 2文字のアルファベットが登場したら漢字に変える
switch (tmp.Substring(length - 2))
{
// 歩FU 香KY 桂KE 銀GI 金KI 角KA 飛HI 王OU と金TO 成香NY 成桂NK 成銀NG 馬UM 龍RY
case "FU": kanji = "歩"; break;
case "KY": kanji = "香"; break;
case "KE": kanji = "桂"; break;
case "GI": kanji = "銀"; break;
case "KI": kanji = "金"; break;
case "KA": kanji = "角"; break;
case "HI": kanji = "飛"; break;
case "OU": kanji = "王"; break;
case "TO": kanji = "と"; break;
case "NY": kanji = "成香"; break;
case "NG": kanji = "成銀"; break;
case "UM": kanji = "馬"; break;
case "RY": kanji = "龍"; break;
default: break;
}
tmp = tmp.Substring(0, length - 2) + kanji;
SY_CommandLabel.Content = tmp;
}
}
void do_sashite(string _te)
{
char teban = _te[0];
int suji = int.Parse(_te[1].ToString());
int dan = change_dan(_te[2]);
char koma = _te[3];
int suji_before = int.Parse(_te[4].ToString());
int dan_before = change_dan(_te[5]);
// SY_CommandLabel.Content = teban + "HH" + suji + "HH" + dan + "HH";
// 指す場所に駒が既にあるなら、その駒を取る
if (gobanLabel[suji, dan].Content.ToString() != string.Empty)
{
char c = gobanLabel[suji, dan].Content.ToString()[0];
if (teban == '▲')
{
short si = (short)sKomadai[c];
sKomadai[c] = (short)++si;
SY_sLabel.Content = "先手 " + GetKomaOnKomadai(sKomadai);
}
else if (teban == '△')
{
short si = (short)gKomadai[c];
gKomadai[c] = (short)++si;
SY_gLabel.Content = "後手" + GetKomaOnKomadai(gKomadai);
}
}
gobanLabel[suji, dan].Content = koma.ToString();
gobanLabel[suji, dan].Background = mySolidColorBrushCurrent;
gobanLabel[suji_before, dan_before].Background = mySolidColorBrushOriginal;
if (teban == '▲')
{
gobanLabel[suji, dan].RenderTransform = transformJijin;
}
else if (teban == '△')
{
gobanLabel[suji, dan].RenderTransform = transformTekijin;
}
// 210107 駒を消す処理は、打つ前の位置を読んでそこを消す方式に変更 .kifuなどがその様になっている
gobanLabel[suji_before, dan_before].Content = string.Empty;
// 駒音を響かせる
mediaPlayer.controls.play();
// 打った座標を記録。次の手を打った際に背景を元に戻す際に利用
suji_before = (short)suji;
dan_before = (short)dan;
// 手数を増やしておく
tesu++;
// 棋譜エリアに追記
SY_KifuTextBox.Text = $"{SY_KifuTextBox.Text} \n{tesu} {SY_CommandLabel.Content}";
// コマンドエリアを空に
SY_CommandLabel.Content = string.Empty;
}
string GetKomaOnKomadai(Dictionary<char, short> komadai)
{
return "歩" + komadai['歩'].ToString() +
"香" + komadai['香'].ToString() +
"桂" + komadai['桂'].ToString() +
"銀" + komadai['銀'].ToString() +
"金" + komadai['金'].ToString() +
"角" + komadai['角'].ToString() +
"飛" + komadai['飛'].ToString();
}
string suji2kanji(int _suji)
{
switch (_suji)
{
case 1: return "一";
case 2: return "二";
case 3: return "三";
case 4: return "四";
case 5: return "五";
case 6: return "六";
case 7: return "七";
case 8: return "八";
case 9: return "九";
default: return string.Empty;
}
}
int change_dan(char _dan)
{
switch (_dan)
{
case '一': return 1;
case '二': return 2;
case '三': return 3;
case '四': return 4;
case '五': return 5;
case '六': return 6;
case '七': return 7;
case '八': return 8;
case '九': return 9;
default: return -1;
}
}
}
}