Hi!

As I managed to get my hands on a DGT XL clock I also added
proper support to input engine driver and by that means also
to Scid.

Now I tried to hook it up with the usual game play
functions, but I'm not entirely clear how to do this
correctly. Especially I'm confused with the gameclock 1/2
and their change with engine colour and if it is enough to
just call ::gameclock:setSec at all.

Additionally, I'm not sure about how to handle Fisher
timings. Point is, that in case of the DGT clock these
timings can just be set as a Clock mode (same is ture for
Bronstein  and other time formats). Therefore, I think it is
inconsistent to increment any times locally. What would be
required is setting time from some source and just follow
it.

Pascal, maybe you could have a look here? I fear to screw
things up. I think, it would be logical to either have a
button "external timer" (as timing option) or to just use it
in case an external timer is found.

Currently, there're two variables that just contain external
timing:

    ::inputengine::WhiteClock

and

    ::inputengine::BlackClock

The logic is, that these two variables just contain the time
in seconds on the external clock. They are updated from this
external source periodically, that is, a proper event
arrives every second. If no clock is found, they both
contain "--:--". (Currently, "no clock" is identical to a
clock which is halted. dgtnix does not distingish between
these two events, yet(?))

Additionally, there is

    ::inputengine::toMove

which is set either to "White" or "Black", depending on the
side to move. (This is also sent as a clock event actually.)

I've commited the code to cvs.

-- 

Kind regards,                /                 War is Peace.
                             |            Freedom is Slavery.
Alexander Wagner            |         Ignorance is Strength.
                             |
                             | Theory     : G. Orwell, "1984"
                            /  In practice:   USA, since 2001

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