11 KiB
UI Move List and Playback Mode Plan
Goal
Add UI support for:
- A fixed-size move list panel on the left side of the board.
- Two move columns: White move and Black move, with turn number on the left.
- Standard PGN/SAN notation display.
- Scroll support when the move list is longer than the visible panel.
- A move-list button that copies the current game as PGN to the clipboard.
- A playback-only vertical analysis bar between the board and move list.
- A board-orientation control that can render from White's perspective or Black's perspective.
- A new playback mode where pieces cannot be moved, and the user can step through a loaded game.
- In edit mode, a UI control to choose whose move is next.
- Mode-specific paste behavior:
- Edit mode:
Ctrl+Vpastes FEN. - Playback mode:
Ctrl+Vpastes PGN. - Play mode: no FEN/PGN paste.
- Edit mode:
Collaboration rule
The assistant should manage only UI/application-side changes for this feature.
Do not edit files under src/chess/ unless explicitly requested.
When UI work needs chess-layer functionality, stop and describe the required chess API/data shape so the project owner can implement it.
Current state
BoardStateowns the current chess position.src/chess/game.zighas a basicGameframework with:initial_statestatemovestime_controlclocksstatus
- UI currently uses
current_statedirectly insrc/main.zig. - Existing modes are:
playedit
- Existing paste behavior parses clipboard as FEN regardless of mode.
- FEN copy is available via
Ctrl+C. - Desired copy behavior:
Ctrl+Cshould continue to copy FEN in every mode. PGN copy should use an explicit move-list button, not replaceCtrl+C.
Desired architecture
Eventually, UI should treat Game as the game/session model:
UI/App
├── current mode: play | edit | playback
├── active Game
├── playback cursor / ply index
├── move list scroll offset
├── board orientation: white perspective | black perspective
├── analysis display state for playback mode
└── rendering state
The chess layer should provide enough data for the UI to display moves and reconstruct positions, but the UI should not implement chess notation rules itself.
Stage 0: Board orientation and edit-side-to-move controls
UI work
- Add app/UI state for board orientation:
white perspective: current rendering
black perspective: visually flipped board, with White pieces/ranks at the top and Black pieces/ranks at the bottom
- This must be a purely visual transform.
- Keep the same chess square numbering and logical coordinates:
a1is still square0- White still starts on ranks 1 and 2 logically
- Black still starts on ranks 7 and 8 logically
- Update all board visual mappings consistently:
- square rendering
- piece rendering
- coordinate labels
- mouse hit-testing
- hover/selection/check/checkmate highlights
- valid/legal move dots
- dragging source/target display
- promotion popup placement
- Add a UI control to toggle orientation, probably near the mode buttons or move list panel.
- In edit mode, add a control to choose whose move is next:
- White to move
- Black to move
- Changing side-to-move in edit mode should update only the current board state's active color/turn field and then rebuild rendering.
- In non-edit modes, the side-to-move selector should either be hidden or disabled.
Chess-layer needs
No chess-rule changes are required for board orientation. It is visual only.
For edit-side-to-move, the UI needs mutable access to the current position's active color. If BoardState.turn remains public, no new chess API is required. If you later make it private, add a small setter such as:
pub fn setTurn(self: *BoardState, color: piece.Color) void
Stage 1: Add playback mode UI shell
UI work
- Add
playbackto the app/input mode enum. - Add a third mode button, likely labeled
VIEWorPGN/REPLAY. - In playback mode:
- ignore board clicks/drags for moving pieces
- no palette editing
- no legal-move highlight generation
- Keep reset behavior available or decide whether reset resets the active game/playback.
Chess-layer needs
None.
Stage 2: Make paste mode-specific
UI work
Change clipboard paste behavior:
- If mode is
.edit:- parse clipboard as FEN
- replace current board state/game position
- If mode is
.playback:- send clipboard text to a future PGN import function
- for now, log that PGN paste is not yet implemented if chess API is missing
- If mode is
.play:- ignore paste or log debug message
Chess-layer needs
Eventually needed:
pub fn loadPgn(allocator: std.mem.Allocator, pgn_text: []const u8) !Game
or equivalent parse API.
For stage 2, this can be stubbed from the UI side with no chess changes.
Stage 3: Move list panel with placeholder/static data
UI work
- Define a fixed rectangle left of the board.
- Render panel background and border.
- Render column headers, for example:
# White Black
- Add a visible PGN copy button inside or attached to the move list panel.
- Clicking it should copy the current game PGN to the clipboard once chess-layer PGN export exists.
- Until PGN export exists, the button can be visually present but log that export is not implemented.
- Render rows using temporary/static strings or currently available move placeholders.
- Establish layout constants:
- panel left/right/top/bottom
- row height
- turn-number column x
- white column x
- black column x
- max visible rows
Chess-layer needs
None for placeholder rendering.
Stage 4: Record/display move notation from played games
UI work
- Replace direct
current_state.move(...)calls withgame.makeMove(...)onceGameis wired intomain.zig. - Read
game.movesand draw move rows. - Update the move list after every played move.
Chess-layer needs
The Game move history should expose display notation for each ply.
Suggested shape:
pub const MoveRecord = struct {
from: bitboard.Square,
to: bitboard.Square,
promotion: ?piece.PieceType,
san: []const u8, // or fixed buffer / owned slice
time_remaining: u32,
};
If avoiding heap allocation in each move record, possible alternatives:
san: [16]u8,
san_len: u8,
The chess layer should generate SAN before mutating the board, because SAN depends on the pre-move position.
Needed API could be:
pub fn makeMove(self: *Game, allocator: std.mem.Allocator, from: Square, to: Square, promotion: ?PieceType) !void
or:
pub fn formatSanMove(allocator: std.mem.Allocator, state_before: BoardState, from: Square, to: Square, promotion: ?PieceType) ![]u8
Stage 5: Playback analysis bar
UI work
- Add a vertical analysis bar between the board and the move list panel.
- The analysis bar should be visible only in playback mode.
- The bar is divided into a White section and a Black section.
- When analysis is equal, the White/Black divide should be centered.
- When White is winning, the White portion grows and the divide moves toward Black's side.
- When Black is winning, the Black portion grows and the divide moves toward White's side.
- The bar is purely display; it should not affect board state or move legality.
- Initial placeholder behavior can render the bar at 50/50 until analysis data exists.
- Later, map engine evaluation scores to a display fraction.
Suggested visual mapping:
score = 0.00 pawns -> 50% White / 50% Black
score > 0, White better -> White section larger
score < 0, Black better -> Black section larger
Use a bounded/nonlinear mapping so very large evaluations do not immediately consume the whole bar. For example, later UI code could map centipawns to a normalized value with a clamp or sigmoid-like curve. Exact mapping can be tuned visually.
Chess/engine-layer needs
No chess-layer changes are needed for placeholder rendering.
Eventually, playback analysis needs external UCI analysis data:
score cp <centipawns>
score mate <moves>
pv <principal variation moves>
The UI only needs a normalized analysis value or raw score from the UCI analysis client.
Stage 6: Scrolling move list
UI work
- Track
move_list_scroll_rowor similar state inmain.zig. - Add mouse wheel handling when cursor is over the move panel.
- Clamp scroll offset between
0andmax(0, total_rows - visible_rows). - Optional later: visual scrollbar.
Chess-layer needs
None.
Stage 7: Playback cursor and stepping
UI work
- Add
playback_ply_indexapp state. - In playback mode:
- Right arrow: advance one ply
- Left arrow: go back one ply
- Home: first position
- End: final position
- Render the board for the current playback ply, not necessarily the final game state.
- Highlight or mark the current row/ply in the move list.
Chess-layer needs
Need a way to reconstruct board state at an arbitrary ply.
Possible API:
pub fn stateAtPly(self: *const Game, ply_index: usize) board.BoardState
or, if allocation/errors are involved:
pub fn replayToPly(self: *const Game, ply_index: usize) !board.BoardState
This can replay from initial_state through the first ply_index moves.
Stage 8: PGN paste/import and PGN copy/export
UI work
- In playback mode,
Ctrl+Vgets clipboard text and passes it to chess PGN parser. - Keep
Ctrl+Cas FEN copy in every mode. - Add click handling for the move-list PGN copy button.
- When the PGN copy button is clicked, copy exported PGN to the clipboard.
- On success:
- replace active game with parsed game
- set mode to playback or remain playback
- set playback cursor to final ply or start; choose behavior intentionally
- reset move-list scroll
- On failure:
- log a warning
- keep current game unchanged
Chess-layer needs
PGN parser that returns a Game with move history and final state, plus PGN export for the current game.
Suggested API:
pub fn initFromPgn(allocator: std.mem.Allocator, pgn_text: []const u8, time_control: TimeControl) !Game
or:
pub fn parsePgn(allocator: std.mem.Allocator, pgn_text: []const u8) !Game
Suggested export API:
pub fn formatPgn(allocator: std.mem.Allocator, game: Game) ![]u8
or as a method:
pub fn formatPgn(self: *const Game, allocator: std.mem.Allocator) ![]u8
Parser should understand at least:
- move numbers:
1.,1... - SAN moves
- castling:
O-O,O-O-O - captures:
x - promotion:
=Q,=R,=B,=N - check/checkmate suffixes:
+,# - game termination markers:
1-0,0-1,1/2-1/2,* - comments and tags can be added later if desired
Reference: Steven J. Edwards, Portable Game Notation Specification and Implementation Guide, especially movetext/SAN sections.
Stage 9: Optional polish
- Auto-scroll move list to latest move in play mode.
- Click a move row in playback mode to jump to that ply.
- Show current move highlight.
- Add scrollbar.
- Show numeric eval next to the analysis bar.
- Show best line/PV next to or below the move list.
- Add richer PGN copy/export options, such as including/excluding tag pairs.
- Display game result in the move panel.
- Show time remaining per move later if clocks are implemented.
Immediate next action
Start with Stage 0, then Stage 1 and Stage 2 in UI-only files:
src/board_input.zigsrc/text_render.zigsrc/main.zig
Do not modify src/chess/ for these stages.