Game tree becomes a tree of UUIDs, not GameNodes
Doing this avoids reference lifetime hell
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@ -2709,6 +2709,7 @@ dependencies = [
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"serde_json",
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"sgf",
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"thiserror",
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"uuid 0.8.2",
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]
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[[package]]
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@ -2728,6 +2729,7 @@ dependencies = [
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"pango",
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"sgf",
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"tokio",
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"uuid 0.8.2",
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]
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[[package]]
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@ -15,6 +15,7 @@ grid = { version = "0.9" }
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serde_json = { version = "1" }
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serde = { version = "1", features = [ "derive" ] }
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thiserror = { version = "1" }
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uuid = { version = "0.8", features = ["v4", "serde"] }
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[dev-dependencies]
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cool_asserts = { version = "2" }
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@ -3,6 +3,7 @@ use config::define_config;
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use config_derive::ConfigOption;
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use serde::{Deserialize, Serialize};
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use sgf::GameNode;
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use uuid::Uuid;
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use std::{cell::RefCell, fmt, path::PathBuf, time::Duration};
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use thiserror::Error;
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@ -334,10 +335,10 @@ impl<T> Tree<T> {
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}
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}
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impl<'a> From<&'a GameNode> for Tree<&'a GameNode> {
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impl<'a> From<&'a GameNode> for Tree<Uuid> {
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fn from(root: &'a GameNode) -> Self {
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fn add_subtree<'a>(tree: &mut Tree<&'a GameNode>, parent_idx: usize, node: &'a GameNode) {
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let idx = tree.add_node(parent_idx, node);
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fn add_subtree<'a>(tree: &mut Tree<Uuid>, parent_idx: usize, node: &'a GameNode) {
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let idx = tree.add_node(parent_idx, node.id());
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let children = match node {
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GameNode::MoveNode(node) => &node.children,
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@ -349,7 +350,7 @@ impl<'a> From<&'a GameNode> for Tree<&'a GameNode> {
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}
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}
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let mut tree = Tree::new(root);
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let mut tree = Tree::new(root.id());
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let children = match root {
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GameNode::MoveNode(node) => &node.children,
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@ -21,6 +21,7 @@ otg-core = { path = "../core" }
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pango = { version = "*" }
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sgf = { path = "../../sgf" }
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tokio = { version = "1.26", features = [ "full" ] }
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uuid = { version = "0.8", features = ["v4", "serde"] }
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[build-dependencies]
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glib-build-tools = "0.17"
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@ -17,14 +17,18 @@ You should have received a copy of the GNU General Public License along with On
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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::Tree;
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use sgf::{GameNode, GameRecord};
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use std::{cell::RefCell, rc::Rc};
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use uuid::Uuid;
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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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record: Rc<RefCell<Option<GameRecord>>>,
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tree: Rc<RefCell<Option<Tree<Uuid>>>>,
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}
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#[glib::object_subclass]
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@ -43,9 +47,12 @@ glib::wrapper! {
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}
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impl ReviewTree {
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pub fn new(_record: GameRecord) -> Self {
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pub fn new(record: GameRecord) -> Self {
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let s: Self = Object::new();
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*s.imp().tree.borrow_mut() = Some(Tree::from(&record.children[0]));
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*s.imp().record.borrow_mut() = Some(record);
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s.set_width_request(WIDTH);
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s.set_height_request(HEIGHT);
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@ -124,7 +131,9 @@ fn node_width(node: &GameNode) -> usize {
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}
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// If there is more than one child, run node_width on each one and add them together.
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children.iter().fold(0, |acc, child| acc + node_width(child))
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children
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.iter()
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.fold(0, |acc, child| acc + node_width(child))
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}
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// Since I know the width of a node, now I want to figure out its placement in the larger scheme of
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@ -137,14 +146,6 @@ fn node_width(node: &GameNode) -> usize {
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//
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// Just having the node is greatly insufficient. I can get better results if I'm calculating the
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// position of its children.
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#[allow(dead_code)]
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fn node_children_columns(_node: &GameNode) -> Vec<usize> {
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vec![0, 1, 2]
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}
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#[allow(dead_code)]
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fn print_node_tree(node: &GameNode) {
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}
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#[cfg(test)]
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mod test {
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@ -237,12 +238,14 @@ mod test {
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node_a.children.push(node_c.clone());
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node_a.children.push(node_d.clone());
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assert_eq!(node_children_columns(&GameNode::MoveNode(node_a)), vec![0, 1, 2]);
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assert_eq!(
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node_children_columns(&GameNode::MoveNode(node_a)),
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vec![0, 1, 2]
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);
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}
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#[test]
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fn text_renderer() {
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assert!(false);
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}
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}
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