Set up a view model for the game review and highlight current node
This commit is contained in:
parent
20b02fbd90
commit
4f8a1636c1
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@ -32,3 +32,6 @@ mod types;
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pub use types::{
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BoardError, Color, Config, ConfigOption, DepthTree, LibraryPath, Player, Rank, Size,
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};
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mod view_models;
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pub use view_models::GameReviewViewModel;
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@ -1,6 +1,7 @@
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use crate::goban::{Coordinate, Goban};
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use config::define_config;
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use config_derive::ConfigOption;
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use nary_tree::NodeRef;
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use serde::{Deserialize, Serialize};
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use sgf::GameTree;
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use std::{
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@ -252,6 +253,12 @@ impl Deref for DepthTree {
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}
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}
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impl Default for DepthTree {
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fn default() -> Self {
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Self(nary_tree::Tree::new())
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}
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}
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#[derive(Debug)]
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pub struct SizeNode {
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/// Use this to map back to the node in the original game tree. This way we know how to
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@ -273,32 +280,9 @@ impl SizeNode {
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}
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impl DepthTree {
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// My previous work to convert from a node tree to this tree-with-width dependend on the node tree
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// being a recursive data structure. Now I need to find a way to convert a slab tree to this width
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// tree.
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//
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// It all feels like a lot of custom weirdness. I shouldn't need a bunch of custom data structures,
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// so I want to eliminate the "Tree" above and keep using the slab tree. I think I should be able
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// to build these Node objects without needing a custom data structure.
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fn new() -> Self {
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Self(nary_tree::Tree::new())
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/*
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Tree {
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nodes: vec![Node {
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id: 0,
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node: root,
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parent: None,
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depth: 0,
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width: RefCell::new(None),
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children: vec![],
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}],
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}
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*/
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}
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/*
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pub fn node(&self, idx: usize) -> &T {
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&self.nodes[idx].node
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&self.nodes[idx].content
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}
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// Add a node to the parent specified by parent_idx. Return the new index. This cannot be used
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@ -309,7 +293,7 @@ impl DepthTree {
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self.nodes.push(Node {
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id: next_idx,
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node,
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content: node,
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parent: Some(parent_idx),
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depth: parent.depth + 1,
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width: RefCell::new(None),
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@ -487,7 +471,7 @@ impl<'a> From<&'a GameTree> for DepthTree {
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Self(tree)
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}
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None => Self::new(),
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None => Self::default(),
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}
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}
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}
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@ -529,7 +513,7 @@ pub struct BFSIter<'a, T> {
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}
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impl<'a, T> Iterator for BFSIter<'a, T> {
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type Item = &'a T;
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type Item = NodeRef<'a, T>;
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fn next(&mut self) -> Option<Self::Item> {
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let retval = self.queue.pop_front();
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@ -538,7 +522,7 @@ impl<'a, T> Iterator for BFSIter<'a, T> {
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.children()
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.for_each(|noderef| self.queue.push_back(noderef));
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}
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retval.map(|retval| retval.data())
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retval
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}
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}
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@ -732,66 +716,4 @@ mod test {
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assert_eq!(tree.position(test_tree.node_g), (1, 4));
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*/
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}
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#[ignore]
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#[test]
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fn breadth_first_iter() {
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/*
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let mut node_a = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_b = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_c = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_d = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_e = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_f = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_g = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_h = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_i = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let game = GameRecord::new(
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GameType::Go,
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Size {
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width: 19,
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height: 19,
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},
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Player {
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name: Some("Black".to_owned()),
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rank: None,
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team: None,
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},
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Player {
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name: Some("White".to_owned()),
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rank: None,
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team: None,
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},
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);
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node_c.children.push(GameNode::MoveNode(node_d.clone()));
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node_c.children.push(GameNode::MoveNode(node_e.clone()));
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node_c.children.push(GameNode::MoveNode(node_f.clone()));
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node_b.children.push(GameNode::MoveNode(node_c.clone()));
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node_h.children.push(GameNode::MoveNode(node_i.clone()));
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node_a.children.push(GameNode::MoveNode(node_b.clone()));
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node_a.children.push(GameNode::MoveNode(node_g.clone()));
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node_a.children.push(GameNode::MoveNode(node_h.clone()));
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let game_tree = GameNode::MoveNode(node_a.clone());
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let tree = Tree::from(&game_tree);
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let mut iter = tree.bfs_iter();
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_a.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_b.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_g.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_h.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_c.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_i.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_d.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_e.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_f.id));
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*/
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}
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}
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@ -0,0 +1,105 @@
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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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// Currenty my game review is able to show the current game and its tree. Now, I want to start
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// tracking where in the tree that I am. This should be a combination of the abstract Tree and the
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// gameTree. Chances are, if I just keep track of where I am in the abstract tree, I can find the
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// relevant node in the game tree and then reproduce the line to get to that node.
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//
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// Moving through the game review tree shouldn't require a full invocatian. This object, and most
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// other view models, should be exported to the UI.
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use crate::{types::SizeNode, DepthTree, Goban};
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use nary_tree::{NodeId, NodeRef};
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use sgf::{GameRecord, Player};
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use std::sync::{Arc, RwLock};
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struct GameReviewViewModelPrivate {
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current_position: Option<NodeId>,
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game: GameRecord,
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review_tree: DepthTree,
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}
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#[derive(Clone)]
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pub struct GameReviewViewModel {
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imp: Arc<RwLock<GameReviewViewModelPrivate>>,
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}
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impl GameReviewViewModel {
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pub fn new(game: GameRecord) -> Self {
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let (review_tree, current_position) = if !game.trees.is_empty() {
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let review_tree = DepthTree::from(&game.trees[0]);
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let current_position = game.mainline().unwrap().last().map(|nr| nr.node_id());
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(review_tree, current_position)
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} else {
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(DepthTree::default(), None)
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};
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Self {
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imp: Arc::new(RwLock::new(GameReviewViewModelPrivate {
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current_position,
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game,
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review_tree,
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})),
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}
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}
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pub fn black_player(&self) -> Player {
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self.imp.read().unwrap().game.black_player.clone()
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}
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pub fn white_player(&self) -> Player {
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self.imp.read().unwrap().game.white_player.clone()
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}
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pub fn game_view(&self) -> Goban {
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let imp = self.imp.read().unwrap();
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let mainline = imp.game.mainline();
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match mainline {
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Some(mainline) => Goban::default()
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.apply_moves(mainline.map(|nr| nr.data()))
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.unwrap(),
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None => Goban::default(),
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}
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}
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pub fn map_tree<F>(&self, f: F)
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where
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F: Fn(NodeRef<'_, SizeNode>, Option<NodeId>),
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{
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let imp = self.imp.read().unwrap();
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for node in imp.review_tree.bfs_iter() {
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f(node, imp.current_position);
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}
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}
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pub fn move_forward(&self) {
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unimplemented!()
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}
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pub fn move_backward(&self) {
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unimplemented!()
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}
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pub fn next_variant(&self) {
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unimplemented!()
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}
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pub fn previous_variant(&self) {
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unimplemented!()
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}
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}
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@ -0,0 +1,20 @@
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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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mod game_review;
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pub use game_review::GameReviewViewModel;
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@ -19,10 +19,10 @@ use adw::prelude::*;
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use otg_core::{
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settings::{SettingsRequest, SettingsResponse},
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CoreRequest, CoreResponse,
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CoreRequest, CoreResponse, GameReviewViewModel,
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};
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use sgf::GameRecord;
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use std::{rc::Rc, sync::{Arc, RwLock}};
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use std::sync::{Arc, RwLock};
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use crate::views::{GameReview, HomeView, SettingsView};
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@ -91,13 +91,16 @@ impl AppWindow {
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pub fn open_game_review(&self, game_record: GameRecord) {
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let header = adw::HeaderBar::new();
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let game_review = GameReview::new(self.core.clone(), game_record, self.resources.clone());
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let game_review = GameReview::new(
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GameReviewViewModel::new(game_record),
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self.resources.clone(),
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);
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let layout = gtk::Box::builder()
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.orientation(gtk::Orientation::Vertical)
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.build();
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layout.append(&header);
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layout.append(&game_review);
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layout.append(&game_review.widget());
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let page = adw::NavigationPage::builder()
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.can_pop(true)
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@ -37,16 +37,10 @@ You should have received a copy of the GNU General Public License along with On
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use crate::{perftrace, Resource, ResourceManager};
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use gio::resources_lookup_data;
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use glib::Object;
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use gtk::{
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gdk_pixbuf::{Colorspace, 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, ImageError};
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use gtk::{gdk_pixbuf::Pixbuf, prelude::*, subclass::prelude::*};
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use otg_core::{Color, Coordinate};
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use std::{cell::RefCell, io::Cursor, rc::Rc};
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use std::{cell::RefCell, rc::Rc};
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const WIDTH: i32 = 800;
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const HEIGHT: i32 = 800;
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@ -257,11 +251,11 @@ impl Pen {
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let (x_loc, y_loc) = self.stone_location(row, col);
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match color {
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Color::White => match self.white_stone {
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Some(ref white_stone) => ctx.set_source_pixbuf(&white_stone, x_loc, y_loc),
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Some(ref white_stone) => ctx.set_source_pixbuf(white_stone, x_loc, y_loc),
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None => ctx.set_source_rgb(0.9, 0.9, 0.9),
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},
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Color::Black => match self.black_stone {
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Some(ref black_stone) => ctx.set_source_pixbuf(&black_stone, x_loc, y_loc),
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Some(ref black_stone) => ctx.set_source_pixbuf(black_stone, x_loc, y_loc),
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None => ctx.set_source_rgb(0.0, 0.0, 0.0),
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},
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}
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@ -309,34 +303,3 @@ impl Pen {
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)
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}
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}
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fn load_pixbuf(
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path: &str,
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transparency: bool,
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width: i32,
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height: i32,
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) -> Result<Option<Pixbuf>, ImageError> {
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let image_bytes = resources_lookup_data(path, gio::ResourceLookupFlags::NONE).unwrap();
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let image = ImageReader::new(Cursor::new(image_bytes))
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.with_guessed_format()
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.unwrap()
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.decode();
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image.map(|image| {
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let stride = if transparency {
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image.to_rgba8().sample_layout().height_stride
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} else {
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image.to_rgb8().sample_layout().height_stride
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};
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Pixbuf::from_bytes(
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&glib::Bytes::from(image.as_bytes()),
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Colorspace::Rgb,
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transparency,
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8,
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image.width() as i32,
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image.height() as i32,
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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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}
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|
|
|
@ -15,50 +15,29 @@ You should have received a copy of the GNU General Public License along with On
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*/
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use cairo::Context;
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use glib::Object;
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use gtk::{prelude::*, subclass::prelude::*};
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use otg_core::DepthTree;
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use sgf::GameRecord;
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use std::{cell::RefCell, rc::Rc};
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use uuid::Uuid;
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use gtk::prelude::*;
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use otg_core::GameReviewViewModel;
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const WIDTH: i32 = 200;
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const HEIGHT: i32 = 800;
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#[derive(Default)]
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pub struct ReviewTreePrivate {
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record: Rc<RefCell<Option<GameRecord>>>,
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tree: Rc<RefCell<Option<DepthTree>>>,
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}
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#[derive(Clone)]
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pub struct ReviewTree {
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widget: gtk::DrawingArea,
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#[glib::object_subclass]
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impl ObjectSubclass for ReviewTreePrivate {
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const NAME: &'static str = "ReviewTree";
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type Type = ReviewTree;
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type ParentType = gtk::DrawingArea;
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}
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impl ObjectImpl for ReviewTreePrivate {}
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impl WidgetImpl for ReviewTreePrivate {}
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impl DrawingAreaImpl for ReviewTreePrivate {}
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glib::wrapper! {
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pub struct ReviewTree(ObjectSubclass<ReviewTreePrivate>) @extends gtk::Widget, gtk::DrawingArea;
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view: GameReviewViewModel,
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}
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impl ReviewTree {
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pub fn new(record: GameRecord) -> Self {
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let s: Self = Object::new();
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pub fn new(view: GameReviewViewModel) -> ReviewTree {
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let widget = gtk::DrawingArea::new();
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// TODO: there can be more than one tree, especially in instructional files. Either unify
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// them into a single tree in the GameTree, or draw all of them here.
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*s.imp().tree.borrow_mut() = Some(DepthTree::from(&record.trees[0]));
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*s.imp().record.borrow_mut() = Some(record);
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widget.set_width_request(WIDTH);
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widget.set_height_request(HEIGHT);
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s.set_width_request(WIDTH);
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s.set_height_request(HEIGHT);
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let s = Self { widget, view };
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s.set_draw_func({
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s.widget.set_draw_func({
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let s = s.clone();
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move |_, ctx, width, height| {
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s.redraw(ctx, width, height);
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|
@ -68,27 +47,26 @@ impl ReviewTree {
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s
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}
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pub fn redraw(&self, ctx: &Context, _width: i32, _height: i32) {
|
||||
let tree: &Option<DepthTree> = &self.imp().tree.borrow();
|
||||
match tree {
|
||||
Some(ref tree) => {
|
||||
for node in tree.bfs_iter() {
|
||||
// draw a circle given the coordinates of the nodes
|
||||
// I don't know the indent. How do I keep track of that? Do I track the position of
|
||||
// the parent? do I need to just make it more intrinsically a part of the position
|
||||
// code?
|
||||
ctx.set_source_rgb(0.7, 0.7, 0.7);
|
||||
let (row, column) = node.position();
|
||||
let y = (row as f64) * 20. + 10.;
|
||||
let x = (column as f64) * 20. + 10.;
|
||||
ctx.arc(x, y, 5., 0., 2. * std::f64::consts::PI);
|
||||
let _ = ctx.stroke();
|
||||
}
|
||||
fn redraw(&self, ctx: &Context, _width: i32, _height: i32) {
|
||||
self.view.map_tree(move |node, current| {
|
||||
ctx.set_source_rgb(0.7, 0.7, 0.7);
|
||||
let (row, column) = node.data().position();
|
||||
let y = (row as f64) * 20. + 10.;
|
||||
let x = (column as f64) * 20. + 10.;
|
||||
ctx.arc(x, y, 5., 0., 2. * std::f64::consts::PI);
|
||||
|
||||
if current == Some(node.node_id()) {
|
||||
ctx.set_line_width(3.);
|
||||
} else {
|
||||
ctx.set_line_width(1.);
|
||||
}
|
||||
None => {
|
||||
// if there is no tree present, then there's nothing to draw!
|
||||
}
|
||||
}
|
||||
|
||||
let _ = ctx.stroke();
|
||||
});
|
||||
}
|
||||
|
||||
pub fn widget(&self) -> gtk::Widget {
|
||||
self.widget.clone().upcast::<gtk::Widget>()
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -125,12 +103,6 @@ impl ReviewTree {
|
|||
// A bottom-up traversal:
|
||||
// - Figure out the number of nodes at each depth
|
||||
|
||||
/*
|
||||
struct Tree {
|
||||
width: Vec<usize>, // the total width of the tree at each depth
|
||||
}
|
||||
*/
|
||||
|
||||
#[cfg(test)]
|
||||
mod test {
|
||||
use super::*;
|
||||
|
|
|
@ -49,8 +49,8 @@ pub struct ResourceManager {
|
|||
resources: Rc<RefCell<HashMap<String, Resource>>>,
|
||||
}
|
||||
|
||||
impl ResourceManager {
|
||||
pub fn new() -> Self {
|
||||
impl Default for ResourceManager {
|
||||
fn default() -> Self {
|
||||
let mut resources = HashMap::new();
|
||||
|
||||
for (path, xres, yres, transparency) in [
|
||||
|
@ -88,7 +88,9 @@ impl ResourceManager {
|
|||
resources: Rc::new(RefCell::new(resources)),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl ResourceManager {
|
||||
pub fn resource(&self, path: &str) -> Option<Resource> {
|
||||
self.resources.borrow().get(path).cloned()
|
||||
}
|
||||
|
@ -123,7 +125,6 @@ impl ResourceManager {
|
|||
.scale_simple(width, height, InterpType::Nearest)
|
||||
})
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
pub fn perftrace<F, A>(trace_name: &str, f: F) -> A
|
||||
|
|
|
@ -122,7 +122,7 @@ fn main() {
|
|||
|
||||
app.connect_activate({
|
||||
move |app| {
|
||||
let resources = ResourceManager::new();
|
||||
let resources = ResourceManager::default();
|
||||
let core_api = CoreApi { core: core.clone() };
|
||||
let app_window = AppWindow::new(app, core_api, resources);
|
||||
|
||||
|
|
|
@ -22,16 +22,15 @@ You should have received a copy of the GNU General Public License along with On
|
|||
// I'll get all of the information about the game from the core, and then render everything in the
|
||||
// UI. So this will be a heavy lift on the UI side.
|
||||
|
||||
use crate::{
|
||||
components::{Goban, PlayerCard, ReviewTree}, CoreApi, ResourceManager
|
||||
};
|
||||
use glib::Object;
|
||||
use gtk::{prelude::*, subclass::prelude::*};
|
||||
use otg_core::Color;
|
||||
use sgf::GameRecord;
|
||||
use crate::{components::{Goban, PlayerCard, ReviewTree}, ResourceManager};
|
||||
use gtk::{prelude::*};
|
||||
use otg_core::{Color, GameReviewViewModel};
|
||||
|
||||
/*
|
||||
#[derive(Default)]
|
||||
pub struct GameReviewPrivate {}
|
||||
pub struct GameReviewPrivate {
|
||||
model: Rc<RefCell<Option<GameReviewViewModel>>>,
|
||||
}
|
||||
|
||||
#[glib::object_subclass]
|
||||
impl ObjectSubclass for GameReviewPrivate {
|
||||
|
@ -52,14 +51,40 @@ impl GameReview {
|
|||
pub fn new(_api: CoreApi, record: GameRecord, resources: ResourceManager) -> Self {
|
||||
let s: Self = Object::builder().build();
|
||||
|
||||
|
||||
s
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
pub struct GameReview {
|
||||
widget: gtk::Box,
|
||||
|
||||
resources: ResourceManager,
|
||||
view: GameReviewViewModel,
|
||||
}
|
||||
|
||||
impl GameReview {
|
||||
pub fn new(view: GameReviewViewModel, resources: ResourceManager) -> Self {
|
||||
let widget = gtk::Box::builder().build();
|
||||
|
||||
let s = Self {
|
||||
widget,
|
||||
resources,
|
||||
view,
|
||||
};
|
||||
|
||||
s.render();
|
||||
|
||||
s
|
||||
}
|
||||
|
||||
fn render(&self) {
|
||||
// It's actually really bad to be just throwing away errors. Panics make everyone unhappy.
|
||||
// This is not a fatal error, so I'll replace this `unwrap` call with something that
|
||||
// renders the board and notifies the user of a problem that cannot be resolved.
|
||||
let board_repr = match record.mainline() {
|
||||
Some(iter) => otg_core::Goban::default().apply_moves(iter).unwrap(),
|
||||
None => otg_core::Goban::default(),
|
||||
};
|
||||
let board = Goban::new(board_repr, resources);
|
||||
let board_repr = self.view.game_view();
|
||||
let board = Goban::new(board_repr, self.resources.clone());
|
||||
|
||||
/*
|
||||
s.attach(&board, 0, 0, 2, 2);
|
||||
|
@ -76,7 +101,7 @@ impl GameReview {
|
|||
// The review tree needs to know the record for being able to render all of the nodes. Once
|
||||
// keyboard input is being handled, the tree will have to be updated on each keystroke in
|
||||
// order to show the user where they are within the game record.
|
||||
let review_tree = ReviewTree::new(record.clone());
|
||||
let review_tree = ReviewTree::new(self.view.clone());
|
||||
|
||||
// I think most keyboard focus is going to end up being handled here in GameReview, as
|
||||
// keystrokes need to affect both the goban and the review tree simultanesouly. Possibly
|
||||
|
@ -88,14 +113,18 @@ impl GameReview {
|
|||
.spacing(4)
|
||||
.build();
|
||||
|
||||
player_information_section.append(&PlayerCard::new(Color::Black, &record.black_player));
|
||||
player_information_section.append(&PlayerCard::new(Color::White, &record.white_player));
|
||||
player_information_section
|
||||
.append(&PlayerCard::new(Color::Black, &self.view.black_player()));
|
||||
player_information_section
|
||||
.append(&PlayerCard::new(Color::White, &self.view.white_player()));
|
||||
|
||||
s.append(&board);
|
||||
self.widget.append(&board);
|
||||
sidebar.append(&player_information_section);
|
||||
sidebar.append(&review_tree);
|
||||
s.append(&sidebar);
|
||||
sidebar.append(&review_tree.widget());
|
||||
self.widget.append(&sidebar);
|
||||
}
|
||||
|
||||
s
|
||||
pub fn widget(&self) -> gtk::Widget {
|
||||
self.widget.clone().upcast::<gtk::Widget>()
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,8 +2,8 @@ use crate::{
|
|||
parser::{self, Annotation, Evaluation, Move, SetupInstr, Size, UnknownProperty},
|
||||
Color, Date, GameResult, GameType,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use nary_tree::{NodeId, NodeMut, NodeRef, Tree};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::{
|
||||
collections::{HashMap, HashSet, VecDeque},
|
||||
fmt,
|
||||
|
@ -136,7 +136,7 @@ impl GameRecord {
|
|||
/// Generate a list of moves which constitute the main line of the game. This is the game as it
|
||||
/// was actually played out, and by convention consists of the first node in each list of
|
||||
/// children.
|
||||
pub fn mainline(&self) -> Option<impl Iterator<Item = &'_ GameNode>> {
|
||||
pub fn mainline(&self) -> Option<impl Iterator<Item = NodeRef<'_, GameNode>>> {
|
||||
if !self.trees.is_empty() {
|
||||
Some(MainlineIter {
|
||||
next: self.trees[0].root(),
|
||||
|
@ -405,7 +405,7 @@ pub struct MainlineIter<'a> {
|
|||
}
|
||||
|
||||
impl<'a> Iterator for MainlineIter<'a> {
|
||||
type Item = &'a GameNode;
|
||||
type Item = NodeRef<'a, GameNode>;
|
||||
|
||||
fn next(&mut self) -> Option<Self::Item> {
|
||||
if let Some(next) = self.next.take() {
|
||||
|
@ -413,7 +413,7 @@ impl<'a> Iterator for MainlineIter<'a> {
|
|||
self.next = next
|
||||
.first_child()
|
||||
.and_then(|child| self.tree.get(child.node_id()));
|
||||
Some(ret.data())
|
||||
Some(ret)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
|
@ -634,6 +634,7 @@ mod test {
|
|||
assert_eq!(tree.nodes().len(), 0);
|
||||
}
|
||||
|
||||
/*
|
||||
#[test]
|
||||
fn it_can_add_moves_to_a_game() {
|
||||
let mut game = GameRecord::new(
|
||||
|
@ -660,6 +661,7 @@ mod test {
|
|||
assert_eq!(nodes[1].id(), second_move.id);
|
||||
*/
|
||||
}
|
||||
*/
|
||||
|
||||
#[ignore]
|
||||
#[test]
|
||||
|
@ -820,6 +822,7 @@ mod path_test {
|
|||
let moves = game
|
||||
.mainline()
|
||||
.expect("there should be a mainline in this file")
|
||||
.map(|nr| nr.data())
|
||||
.collect::<Vec<&GameNode>>();
|
||||
assert_matches!(moves[0], GameNode::MoveNode(node) => {
|
||||
assert_eq!(node.color, Color::Black);
|
||||
|
@ -845,6 +848,7 @@ mod path_test {
|
|||
let moves = game
|
||||
.mainline()
|
||||
.expect("there should be a mainline in this file")
|
||||
.map(|nr| nr.data())
|
||||
.collect::<Vec<&GameNode>>();
|
||||
assert_matches!(moves[1], GameNode::MoveNode(node) => {
|
||||
assert_eq!(node.color, Color::White);
|
||||
|
|
Loading…
Reference in New Issue