85 lines
3.2 KiB
Rust
85 lines
3.2 KiB
Rust
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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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use glib::Object;
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use gtk::{prelude::*, subclass::prelude::*};
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use std::{rc::Rc, cell::RefCell};
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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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#[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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/// 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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pub struct Goban(ObjectSubclass<GobanPrivate>) @extends gtk::Widget, gtk::DrawingArea;
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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::new();
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*s.imp().board_state.borrow_mut() = board_state;
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s
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}
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}
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