use utf8; package game::goclock; # Lo and Behold! I admit it! The rounding stuff etc.. in goclock # is completely borked. use Time::HiRes (); use KGS::Constants; use base gtk::widget; sub new { my $class = shift; my $self = $class->SUPER::new(@_); $self->{widget} = new Gtk2::Label; $self->{set} = sub { }; $self->{format} = sub { "ERROR" }; $self; } sub configure { my ($self, $timesys, $main, $interval, $count) = @_; if ($timesys == TIMESYS_ABSOLUTE) { $self->{set} = sub { $self->{time} = $_[0] }; $self->{format} = sub { util::format_time $_[0] }; } elsif ($timesys == TIMESYS_BYO_YOMI) { my $low = $interval * $count; $self->{set} = sub { $self->{time} = $_[0] }; $self->{format} = sub { if ($_[0] > $low) { util::format_time $_[0] - $low; } else { sprintf "%s (%d)", util::format_time int (($_[0] - 1) % $interval + 1), ($_[0] - 1) / $interval; } }; } elsif ($timesys == TIMESYS_CANADIAN) { $self->{set} = sub { $self->{time} = $_[0]; $self->{moves} = $_[1] }; $self->{format} = sub { if (!$self->{moves}) { util::format_time $_[0] - $low; } else { my $time = int (($_[0] - 1) % $interval + 1); sprintf "%s/%d =%d", util::format_time $time, $self->{moves}, $time / ($self->{moves} || 1); } }; } else { # none, or unknown $self->{set} = sub { }; $self->{format} = sub { "---" } } } sub refresh { my ($self, $timestamp) = @_; my $timer = $self->{time} + $self->{start} - $timestamp; # we round the timer value slightly... the protocol isn't exact anyways, # and this gives smoother timers ;) my @format = $self->{format}->(int ($timer + 0.4)); $self->{widget}->set_text ($self->{format}->(int ($timer + 0.4))); $timer - int $timer; } sub set_time { my ($self, $time) = @_; # we ignore requests to re-set the time of a running clock. # this is the easiest way to ensure that commentary etc. # doesn't re-set the clock. yes, this is frickle design, # but I think the protocol is to blame here, which gives # very little time information. (cgoban2 also has had quite # a lot of small time update problems...) unless ($self->{timeout}) { $self->{set}->($time->[0], $time->[1]); $self->refresh ($self->{start}); } } sub start { my ($self, $when) = @_; $self->stop; $self->{start} = $when; my $timeout; $timeout = sub { my $next = $self->refresh (Time::HiRes::time) * 1000; $next += 1000 if $next < 0; $self->{timeout} = add Glib::Timeout $next, $timeout; 0; }; $timeout->(); } sub stop { my ($self) = @_; remove Glib::Source delete $self->{timeout} if $self->{timeout}; } sub destroy { my ($self) = @_; $self->stop; $self->SUPER::destroy; } package game::userpanel; use base gtk::widget; sub new { my $class = shift; my $self = $class->SUPER::new(@_); $self->{widget} = new Gtk2::HBox; $self->{widget}->add (my $vbox = new Gtk2::VBox); $vbox->add ($self->{name} = new Gtk2::Label $self->{name}); $vbox->add ($self->{info} = new Gtk2::Label ""); $vbox->add (($self->{clock} = new game::goclock)->widget); $vbox->add ($self->{imagebox} = new Gtk2::VBox); $self; } sub configure { my ($self, $user, $rules) = @_; if ($self->{name}->get_text ne $user->as_string) { $self->{name}->set_text ($user->as_string); $self->{imagebox}->remove ($_) for $self->{imagebox}->get_children; $self->{imagebox}->add (gtk::image_from_data undef); $self->{imagebox}->show_all; if ($user->has_pic) { # the big picture... appwin::userpic ($user->{name}, sub { return unless $self->{imagebox}; if ($_[0]) { $self->{imagebox}->remove ($_) for $self->{imagebox}->get_children; $self->{imagebox}->add (gtk::image_from_data $_[0]); $self->{imagebox}->show_all; } }); } } $self->{clock}->configure (@{$rules}{qw(timesys time interval count)}); } sub set_state { my ($self, $captures, $timer, $when) = @_; $self->{clock}->stop unless $when; $self->{clock}->set_time ($timer); $self->{clock}->start ($when) if $when; $self->{info}->set_text ("$captures pris."); } package game; use KGS::Constants; use KGS::Game::Board; use base KGS::Listener::Game; use base KGS::Game; use base gtk::widget; use POSIX qw(ceil); sub new { my $self = shift; $self = $self->SUPER::new(@_); $self->listen($self->{conn}); $self->{window} = new Gtk2::Window 'toplevel'; gtk::state $self->{window}, "game::window", undef, window_size => [600, 500]; $self->{window}->signal_connect(delete_event => sub { $self->part; $self->destroy; 1; }); $self->{window}->add($self->{hpane} = new Gtk2::HPaned); gtk::state $self->{hpane}, "game::hpane", undef, position => 500; # LEFT PANE $self->{hpane}->pack1(($self->{left} = new Gtk2::VBox), 1, 0); $self->{boardbox} = new Gtk2::VBox; $self->{hpane}->pack1((my $vbox = new Gtk2::VBox), 1, 1); # challenge $self->{challenge} = new challenge channel => $self->{channel}; # board box (aspect/canvas) $self->{boardbox}->pack_start((my $frame = new Gtk2::Frame), 0, 1, 0); { $frame->add(my $vbox = new Gtk2::VBox); $vbox->add($self->{title} = new Gtk2::Label $title); $self->{moveadj} = new Gtk2::Adjustment 1, 1, 1, 1, 5, 0; $vbox->add(my $scale = new Gtk2::HScale $self->{moveadj}); $scale->set_draw_value (0); $scale->set_digits (0); $self->{moveadj}->signal_connect (value_changed => sub { $self->update_board }); } $self->{boardbox}->pack_start((my $aspect_frame = new Gtk2::AspectFrame "", 0.5, 0.5, 1, 0), 1, 1, 0); $aspect_frame->set (border_width => 0, shadow_type => 'none', label_xalign => 0.5); $self->{board_label} = $aspect_frame->get_label_widget; $aspect_frame->add($self->{canvas} = new Gtk2::DrawingArea); $self->{canvas}->double_buffered (0); $self->{canvas}->signal_connect(configure_event => \&configure_event, $self); $self->{canvas}->signal_connect(expose_event => \&expose_event, $self); # RIGHT PANE $self->{hpane}->pack2(($self->{vpane} = new Gtk2::VPaned), 1, 1); $self->{hpane}->set(position_set => 1); gtk::state $self->{vpane}, "game::vpane", $self->{name}, position => 80; $self->{vpane}->add(my $sw = new Gtk2::ScrolledWindow); $sw->set_policy("automatic", "always"); $sw->add(($self->{userlist} = new userlist)->widget); $self->{vpane}->add(my $vbox = new Gtk2::VBox); $vbox->pack_start((my $hbox = new Gtk2::HBox 1), 0, 1, 0); $hbox->add (($self->{userpanel}[WHITE] = new game::userpanel colour => WHITE)->widget); $hbox->add (($self->{userpanel}[BLACK] = new game::userpanel colour => BLACK)->widget); $vbox->pack_start(($self->{text} = new gtk::text)->widget, 1, 1, 0); $vbox->pack_start(($self->{entry} = new Gtk2::Entry), 0, 1, 0); $self->{entry}->signal_connect(activate => sub { my $text = $self->{entry}->get_text; $self->say($text) if $text =~ /\S/; $self->{entry}->set_text(""); }); $self->event_update_game; $self; } sub event_update_users { my ($self, $add, $update, $remove) = @_; $self->{userlist}->update ($add, $update, $remove); my %important; $important{$self->{user1}{name}}++; $important{$self->{user2}{name}}++; $important{$self->{user3}{name}}++; if (my @users = grep $important{$_->{name}}, @$add) { $self->{text}->append_text ("\n
Joins:
"); $self->{text}->append_text (" " . $_->as_string . "") for @users; } if (my @users = grep $important{$_->{name}}, @$remove) { $self->{text}->append_text ("\n
Parts:
"); $self->{text}->append_text (" " . $_->as_string . "") for @users; } } sub join { my ($self) = @_; return if $self->{joined}; $self->SUPER::join; $self->{window}->show_all; } sub part { my ($self) = @_; $self->SUPER::part; $self->destroy; } sub configure_event { my ($widget, $event, $self) = @_; delete $self->{stack}; delete $self->{pixbuf}; delete $self->{board_shown}; delete $self->{background}; $self->repaint_board; 0; } sub expose_event { my ($widget, $event, $self) = @_; $self->{pixbuf} or return; $self->redraw ($event->area->values); 0; } # something Gtk2 fixed sub INTERP_NEAREST (){ 'nearest' } sub INTERP_TILES (){ 'tiles' } sub INTERP_BILINEAR (){ 'bilinear' } sub INTERP_HYPER (){ 'hyper' } sub new_pixbuf { my ($w, $h, $alpha, $fill) = @_; my $pixbuf = new Gtk2::Gdk::Pixbuf 'rgb', $alpha, 8, $w, $h; $pixbuf->fill ($fill) if defined $fill; $pixbuf; } sub scale_pixbuf { my ($src, $w, $h, $mode) = @_; my $dst = new_pixbuf $w, $h, 1; $src->scale( $dst, 0, 0, $w, $h, 0, 0, $w / $src->get_width, $h / $src->get_height, $mode, ); $dst; } # create a stack of stones sub create_stack { my ($self, $mark, $size, $rand) = @_; my $shadow = $size * 0.05; my $c = \$self->{stack}{$mark}; unless ($$c) { for my $stone ($mark & (MARK_W | MARK_GRAY_W) ? @::white_img : @::black_img) { my $base = new_pixbuf $size + $shadow, $size + $shadow, 1, 0x00000000; # zeroeth the shadow if ($mark & (MARK_B | MARK_W)) { # the -0.5's are a mystery to me $::shadow_img->composite ( $base, $shadow, $shadow, $size, $size, $shadow - 0.5, $shadow - 0.5, $size / $::shadow_img->get_width, $size / $::shadow_img->get_height, $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, 192 ); } # first the big stones (handicap stones could be different) for ([MARK_B, $mark & MARK_MOVE ? 255 : 255], [MARK_W, $mark & MARK_MOVE ? 255 : 255], [MARK_GRAY_B, 128], [MARK_GRAY_W, 128]) { my ($mask, $alpha) = @$_; if ($mark & $mask) { $stone->composite ( $base, 0, 0, $size, $size, 0, 0, $size / $stone->get_width, $size / $stone->get_height, $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, $alpha ); } } # then the small stones for ([MARK_SMALL_B, $::black_img[$rand % @::black_img]], [MARK_SMALL_W, $::white_img[$rand % @::white_img]]) { my ($mask, $img) = @$_; if ($mark & $mask) { $img->composite ( $base, (int ($size / 4)) x2, (ceil ($size / 2 + 1)) x2, ($size / 4) x2, $size / $img->get_width / 2, $size / $img->get_height / 2, $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, 224 ); } } # and lastly any markers my $dark_bg = ! ! ($mark & (MARK_B | MARK_GRAY_B)); for ([MARK_CIRCLE, $::circle_img[$dark_bg]], [MARK_TRIANGLE, $::triangle_img[$dark_bg]], [MARK_SQUARE, $::square_img[$dark_bg]]) { my ($mask, $img) = @$_; if ($mark & $mask) { $img->composite ( $base, 0, 0, $size, $size, 0, 0, $size / $img->get_width, $size / $img->get_height, $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, 192 ); } } push @$$c, $base; } } $$c->[$rand % @$$c]; } sub pixbuf_text { my ($pixbuf, $colour, $x, $y, $height, $text) = @_; my @c = grep $_, map $::font[$colour][$::fontmap{$_}], split //, $text; if (@c) { my $spacing = $height * 0.1; my $s = $height / List::Util::max map $_->get_height, @c; my $W = List::Util::sum map $_->get_width, @c; $x -= ($W * $s + $spacing * (@c - 1)) * 0.5; $y -= $height * 0.5; for (@c) { my $w = $_->get_width * $s; # +2 == don't fight the rounding $_->composite ($pixbuf, $x, $y, $w+2, $height+2, $x, $y, $s, $s, $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, 255); $x += $w + $spacing; } } } sub pixbuf_rect { my ($pb, $colour, $x1, $y1, $x2, $y2, $alpha) = @_; # we fake lines by... a horrible method :/ my $colour_pb = new_pixbuf 1, 1, 0, $colour; $colour_pb->composite ($pb, $x1, $y1, $x2 - $x1 + 1, $y2 - $y1 + 1, $x1, $y1, $x2 + 1, $y2 + 1, INTERP_NEAREST, $alpha); } sub repaint_board { my ($self) = @_; my $canvas = $self->{canvas}; return unless $self->{board}; my ($w, $h) = ($canvas->allocation->values)[2,3]; die "FATAL: board aspect ratio != 1" unless $w == $h; my $s = $w; return unless $s >= 200; my $size = $self->{size}; # we leave enough space for the shadows.. I like smaller stones, and we # do no need to do the nifty recursive screen updates that goban2 does my $border = int ($s / ($size + 3) * 0.5); my $s2 = $s - $border * 2; my $edge = int ($s2 / ($size + 1) * 0.96) - ($::config->{randomize} ? 3 : 0); my $ofs = int ($edge / 2); my @k = map int ($s2 * $_ / ($size+1) + $border + 0.5), 0 .. $size; my $pixbuf; my $oldboard; if ($self->{background}) { if ($oldboard = $self->{board_shown}) { $pixbuf = $self->{pixbuf}; } else { $pixbuf = $self->{background}->copy; $self->{canvas}->queue_draw_area (0, 0, $s, $s); } } else { $self->{canvas}->queue_draw_area (0, 0, $s, $s); my ($bw, $bh) = ($::board_img->get_width, $::board_img->get_height); if ($s < $bw && $s < $bh) { $pixbuf = new_pixbuf $s, $s, 0; $::board_img->copy_area (0, 0, $s, $s, $pixbuf, 0, 0); } else { $pixbuf = scale_pixbuf $::board_img, $s, $s, $::config->{speed} ? INTERP_NEAREST : INTERP_TILES; } my $linew = int ($s / 40 / $size); # ornamental border... we have time to waste :/ pixbuf_rect $pixbuf, 0xffcc7700, 0, 0, $s-1, $linew, 255; pixbuf_rect $pixbuf, 0xffcc7700, 0, 0, $linew, $s-1, 255; pixbuf_rect $pixbuf, 0xffcc7700, $s-$linew-1, 0, $s-1, $s-1, 255; pixbuf_rect $pixbuf, 0xffcc7700, 0, $s-$linew-1, $s-1, $s-1, 255; for my $i (1 .. $size) { pixbuf_rect $pixbuf, 0x44111100, $k[$i] - $linew, $k[1] - $linew, $k[$i] + $linew, $k[$size] + $linew, 192; pixbuf_rect $pixbuf, 0x44111100, $k[1] - $linew, $k[$i] - $linew, $k[$size] + $linew, $k[$i] + $linew, 192; # 38 max, but we allow a bit more my $label = (qw(- A B C D E F G H J K L M N O P Q R S T U V W X Y Z AA BB CC DD EE FF GG HH JJ KK LL MM NN OO PP QQ RR SS TT UU VV WW XX YY ZZ))[$i]; pixbuf_text $pixbuf, 0, $k[$i], $border, $ofs, $label; pixbuf_text $pixbuf, 0, $k[$i], $s2 + $border, $ofs, $label; pixbuf_text $pixbuf, 0, $border, $k[$i], $ofs, $size - $i + 1; pixbuf_text $pixbuf, 0, $s2 + $border, $k[$i], $ofs, $size - $i + 1; $a++; $a++ if $a eq "I"; # not correct, instead of AA AB, we should get HH JJ KK... } # hoshi points my $hoshi = sub { my ($x, $y) = @_; my $hs = int ($edge / 4) | 1; $x = $k[$x] - $hs / 2; $y = $k[$y] - $hs / 2; # we use the shadow mask... not perfect, but I want to finish this $::shadow_img->composite ($pixbuf, $x, $y, $hs + 1, $hs + 1, $x, $y, $hs / $::shadow_img->get_width, $hs / $::shadow_img->get_height, $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, 255); }; my $h1 = $size < 10 ? 3 : 4; # corner / edge offset $hoshi->($h1, $h1); $hoshi->($size - $h1 + 1, $h1); $hoshi->($h1, $size - $h1 + 1); $hoshi->($size - $h1 + 1, $size - $h1 + 1); if ($size % 2) { # on odd boards, also the remaining 5 my $h2 = ($size + 1) / 2; if ($size > 10) { $hoshi->($h1, $h2); $hoshi->($size - $h1 + 1, $h2); $hoshi->($h2, $size - $h1 + 1); $hoshi->($h2, $h1); } # the tengen $hoshi->($h2, $h2); } unless ($::config->{conserve_memory} > 1) { $self->{background} = $pixbuf; $pixbuf = $pixbuf->copy; } } $self->{pixbuf} = $pixbuf; for my $x (1 .. $size) { for my $y (1 .. $size) { my $rand = ($x ^ $y ^ 0x5555); my ($dx, $dy) = ($k[$x] - $ofs, $k[$y] - $ofs); if ($::config->{randomize}) { $dx += ($rand % 7) - 3; $dy += ($rand / 3 % 7) - 3; } my $shadow = $edge * 0.05; my $area = [$dx, $dy, $edge + $shadow, $edge + $shadow]; my $mark = $self->{board}{board}[$x-1][$y-1]; my $old = $oldboard ? $oldboard->{board}[$x-1][$y-1] : 0; if ($oldboard) { next if $old == $mark; # no change $self->{background}->copy_area (@$area, $pixbuf, $dx, $dy); } if ($mark) { my $pb = $self->create_stack($mark, $edge, $rand); $pb->composite ($pixbuf, @$area, $dx, $dy, 1, 1, $::config->{speed} ? INTERP_NEAREST : INTERP_NEAREST, 255); # labels are handled here because they are quite rare if ($mark & MARK_LABEL) { my $white = $mark & (MARK_W | MARK_GRAY_W) ? 0 : 1; if ($white) { pixbuf_text $pixbuf, 0, $k[$x] + $ofs * 0.1, $k[$y] + $ofs * 0.1, $ofs * 0.7, $self->{board}{label}[$x-1][$y-1]; } pixbuf_text $pixbuf, $white, $k[$x], $k[$y], $ofs * 0.7, $self->{board}{label}[$x-1][$y-1]; } } if ($oldboard) { $self->redraw (@$area); } } } $self->{board_shown} = Storable::dclone $self->{board}; } sub redraw { my ($self, $x, $y, $w, $h) = @_; if ($self->{pixbuf}) { $self->{canvas}->window->draw_pixbuf ($self->{canvas}->style->white_gc, $self->{pixbuf}, $x, $y, $x, $y, $w, $h, "normal", 0, 0); $self->{canvas}->window->draw_rectangle ($self->{canvas}->style->black_gc, 0, $x - 1, $y - 1, $w + 2, $h + 2) if $::DEBUG_EXPOSE; } } sub update_board { my ($self) = @_; return unless $self->{path}; my $move = int $self->{moveadj}->get_value; my $running = $move == @{$self->{path}}; $self->{board_label}->set_text ("Move " . ($move - 1)); $self->{board} = new KGS::Game::Board $self->{size}; $self->{board}->interpret_path ([@{$self->{path}}[0 .. $move - 1]]); for my $colour (WHITE, BLACK) { $self->{userpanel}[$colour]->set_state ( $self->{board}{captures}[$colour], $self->{board}{timer}[$colour], ($running && $self->{lastmove_colour} == !$colour) ? $self->{lastmove_time} : 0 ); } $self->repaint_board; } sub event_update_tree { my ($self) = @_; $self->{path} = $self->get_path; if ($self->{moveadj}) { my $upper = $self->{moveadj}->upper; my $pos = $self->{moveadj}->get_value; my $move = scalar @{$self->{path}}; $self->{moveadj}->upper ($move); $self->{moveadj}->changed; if ($pos == $upper) { $self->{moveadj}->value ($move); $self->{moveadj}->value_changed; } } } sub event_update_comments { my ($self, $node, $comment, $newnode) = @_; $self->SUPER::event_update_comments($node, $comment, $newnode); my $text; $text .= "\n
Move $node->{move}, Node $node->{id}
" if $newnode; for (split /\n/, $comment) { $text .= "\n"; if (s/^([0-9a-zA-Z]+ \[[0-9dkp\?\-]+\])://) { $text .= "" . (util::toxml $1) . ":"; } # coords only for 19x19 so far $_ = util::toxml $_; s{ ( \b (?:[bw])? [, ]{0,2} [a-hj-t] # valid for upto 19x19 \s? [1-9]?[0-9] \b ) }{ "$1"; }sgexi; $text .= $_; } $self->{text}->append_text ($text); } sub event_join { my ($self) = @_; $self->SUPER::event_join; } sub event_part { my ($self) = @_; $self->SUPER::event_part; $self->destroy; } sub event_move { my ($self, $pass) = @_; sound::play 1, $pass ? "pass" : "move"; } sub event_update_game { my ($self) = @_; $self->SUPER::event_update_game; my $title = $self->{channel} ? $self->owner->as_string . " " . $self->opponent_string : "Game Window"; $self->{window}->set_title("KGS Game $title"); $self->{title}->set_text ($title); $self->{user}[BLACK] = $self->{user1}; $self->{user}[WHITE] = $self->{user2}; # show board $self->{left}->remove ($_) for $self->{left}->get_children; if ($self->is_valid) { $self->{left}->add ($self->{boardbox}); (delete $self->{challenge})->destroy if $self->{challenge}; } else { $self->{left}->add ($self->{challenge}->widget); } $self->{left}->show_all; # view text my @ga; $ga[0] = "\nType: " . (util::toxml $gametype{$self->type}) . " (" . (util::toxml $gameopt{$self->option}) . ")"; $ga[1] = "\nFlags:"; $ga[1] .= " valid" if $self->is_valid; $ga[1] .= " adjourned" if $self->is_adjourned; $ga[1] .= " scored" if $self->is_scored; $ga[1] .= " saved" if $self->is_saved; $ga[2] = "\nOwner: " . (util::toxml $self->{user3}->as_string) . "" if $self->{user3}->is_valid; $ga[3] = "\nPlayers: " . (util::toxml $self->{user2}->as_string) . "" . " vs. " . (util::toxml $self->{user1}->as_string) . "" if $self->is_valid; if ($self->is_valid) { $ga[4] = "\nHandicap: " . $self->{handicap}; $ga[5] = "\nKomi: " . $self->{komi}; $ga[6] = "\nSize: " . $self->size_string; } if ($self->is_scored) { $ga[7] = "\nResult: " . $self->score_string; } $text = "\n
Game Update
"; for (0..7) { if ($self->{gatext}[$_] ne $ga[$_]) { $text .= $ga[$_]; } } $text .= "
"; $self->{gatext} = \@ga; $self->{text}->append_text ($text); } sub event_update_rules { my ($self, $rules) = @_; $self->{userpanel}[$_]->configure ($self->{user}[$_], $rules) for BLACK, WHITE; sound::play 3, "gamestart"; my $text = "\n
Game Rules
"; $text .= "\nRuleset: " . $ruleset{$rules->{ruleset}}; $text .= "\nTime: "; if ($rules->{timesys} == TIMESYS_NONE) { $text .= "UNLIMITED"; } elsif ($rules->{timesys} == TIMESYS_ABSOLUTE) { $text .= util::format_time $rules->{time}; $text .= " ABS"; } elsif ($rules->{timesys} == TIMESYS_BYO_YOMI) { $text .= util::format_time $rules->{time} - $rules->{interval} * $rules->{count}; $text .= sprintf " + %s (%d) BY", util::format_time $rules->{interval}, $rules->{count}; } elsif ($rules->{timesys} == TIMESYS_CANADIAN) { $text .= util::format_time $rules->{time}; $text .= sprintf " + %s/%d CAN", util::format_time $rules->{interval}, $rules->{count}; } $self->{text}->append_text ("$text"); } sub inject_resign_game { my ($self, $msg) = @_; sound::play 3, "resign"; $self->{text}->append_text ("\n
Resign
" . "\n" . (util::toxml $self->{user}[$msg->{player}]->as_string) . " resigned.
"); } sub inject_final_result { my ($self, $msg) = @_; $self->{text}->append_text ("\n
Game Over
" . "\nWhite Score " . (util::toxml $msg->{whitescore}->as_string) . "\nBlack Score " . (util::toxml $msg->{blackscore}->as_string) . "
" ); } sub destroy { my ($self) = @_; $self->{userpanel}[$_] && (delete $self->{userpanel}[$_])->destroy for BLACK, WHITE; $self->SUPER::destroy; delete $appwin::gamelist->{game}{$self->{channel}}; } 1;