2024-03-23 18:41:50 +00:00
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/*
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Copyright 2024, Savanni D'Gerinel <savanni@luminescent-dreams.com>
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This file is part of On the Grid.
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On the Grid is free software: you can redistribute it and/or modify it under the terms of
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the GNU General Public License as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version.
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On the Grid is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with On the Grid. If not, see <https://www.gnu.org/licenses/>.
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*/
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// I have an old Board class which I'm going to update. I'll just copy over the rendering code, but
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// at the same time I am going to work pretty heavily on the API.
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//
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// For a game review, the board needs to interact very well with a game record. So I have to keep
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// in mind all of that as I work on the API.
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//
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// Also, this is going to be a cross-platform application. Today it is Gnome + Rust, but as I
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// progress I will also need a Progressive Web App so that I can run this on my tablet. Especially
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// useful if I'm out socializing and happen to be talking to somebody who would enjoy a relaxing
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// game. Anyway, that is going to impact some of my API decisions.
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//
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// First, though, I need to rename my game record.
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//
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// Now, let's get the existing code compiling again.
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//
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// Okay, that wasn't so bad. I'm a little confused that I don't have a code action for renaming a
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// symbol, but I'll fix that some other time. Anyway, now let's focus on the goban.
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// Now, we know what kind of object we have for the current board representation. Let's make use of
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// that.
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2024-03-24 01:57:56 +00:00
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use crate::perftrace;
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use gio::resources_lookup_data;
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2024-03-23 18:41:50 +00:00
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use glib::Object;
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2024-03-24 01:57:56 +00:00
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use gtk::{
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gdk_pixbuf::{InterpType, Pixbuf},
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prelude::*,
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subclass::prelude::*,
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};
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use image::io::Reader as ImageReader;
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use std::{cell::RefCell, io::Cursor, rc::Rc};
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const WIDTH: i32 = 800;
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const HEIGHT: i32 = 800;
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const MARGIN: i32 = 20;
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// Internal representation of the Goban drawing area.
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#[derive(Default)]
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pub struct GobanPrivate {
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board_state: Rc<RefCell<otg_core::Goban>>,
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}
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2024-03-24 01:57:56 +00:00
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impl GobanPrivate {}
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2024-03-23 18:41:50 +00:00
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#[glib::object_subclass]
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impl ObjectSubclass for GobanPrivate {
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const NAME: &'static str = "Goban";
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type Type = Goban;
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type ParentType = gtk::DrawingArea;
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}
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impl ObjectImpl for GobanPrivate {}
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impl WidgetImpl for GobanPrivate {}
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impl DrawingAreaImpl for GobanPrivate {}
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2024-03-24 01:57:56 +00:00
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// This Goban, being in the `components` crate, is merely the rendering of a board. This is not
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// the primary representation of the board.
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//
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// In a game of Go, there are certain rules about what are valid moves and what are not.
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// Internally, I want to keep track of those, and doing so requires a few things.
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//
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// - We can never repeat a game state (though I think maybe that is allowed in a few rulesets, but
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// I'm coding to the AGA ruleset)
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// - We can never play a suicidal move
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//
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// Finally, updating the board state is non-GUI logic. So, sorry, might be dropping away from GUI
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// code for a while to work on the backend representation, some of which already exists.
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glib::wrapper! {
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2024-03-24 01:57:56 +00:00
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pub struct Goban(ObjectSubclass<GobanPrivate>) @extends gtk::DrawingArea, gtk::Widget;
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}
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impl Goban {
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pub fn new(board_state: otg_core::Goban) -> Self {
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let s: Self = Object::builder().build();
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*s.imp().board_state.borrow_mut() = board_state;
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2024-03-24 01:57:56 +00:00
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s.set_width_request(WIDTH);
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s.set_height_request(HEIGHT);
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s.set_draw_func({
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let s = s.clone();
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move |_, ctx, width, height| {
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perftrace("render drawing area", || s.redraw(ctx, width, height));
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}
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});
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2024-03-23 18:41:50 +00:00
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s
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}
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2024-03-24 01:57:56 +00:00
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fn redraw(&self, ctx: &cairo::Context, width: i32, height: i32) {
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println!("{} x {}", width, height);
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/*
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let wood_texture = resources_lookup_data(
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"/com/luminescent-dreams/otg-gtk/wood_texture.jpg",
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gio::ResourceLookupFlags::NONE,
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)
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.unwrap();
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let background = ImageReader::new(Cursor::new(wood_texture))
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.with_guessed_format()
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.unwrap()
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.decode();
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let background = background.map(|background| {
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Pixbuf::from_bytes(
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&glib::Bytes::from(background.as_bytes()),
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gtk::gdk_pixbuf::Colorspace::Rgb,
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false,
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8,
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background.width() as i32,
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background.height() as i32,
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background.to_rgb8().sample_layout().height_stride as i32,
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)
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.scale_simple(WIDTH, HEIGHT, InterpType::Nearest)
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});
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match background {
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Ok(Some(ref background)) => {
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ctx.set_source_pixbuf(background, 0., 0.);
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ctx.paint().expect("paint should never fail");
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}
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Ok(None) | Err(_) => ctx.set_source_rgb(0.7, 0.7, 0.7),
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}
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*/
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ctx.set_source_rgb(0.7, 0.7, 0.7);
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let _ = ctx.paint();
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}
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2024-03-23 18:41:50 +00:00
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}
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