Start doing a bare basic rendering of nodes in a game tree
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@ -241,7 +241,7 @@ pub struct Tree<T> {
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct Node<T> {
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pub struct Node<T> {
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id: usize,
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pub id: usize,
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node: T,
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node: T,
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parent: Option<usize>,
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parent: Option<usize>,
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depth: usize,
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depth: usize,
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@ -355,7 +355,7 @@ impl<T> Tree<T> {
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width
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width
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}
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}
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fn bfs_iter<'a>(&'a self) -> BFSIter<T> {
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pub fn bfs_iter<'a>(&'a self) -> BFSIter<T> {
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let mut queue = VecDeque::new();
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let mut queue = VecDeque::new();
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queue.push_back(&self.nodes[0]);
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queue.push_back(&self.nodes[0]);
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BFSIter { tree: self, queue }
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BFSIter { tree: self, queue }
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@ -66,8 +66,29 @@ impl ReviewTree {
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s
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s
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}
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}
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pub fn redraw(&self, _ctx: &Context, _width: i32, _height: i32) {
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pub fn redraw(&self, ctx: &Context, _width: i32, _height: i32) {
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// Implement the tree-drawing algorithm here
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println!("redraw");
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let tree: &Option<Tree<Uuid>> = &self.imp().tree.borrow();
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match tree {
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Some(ref tree) => {
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for node in tree.bfs_iter() {
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// draw a circle given the coordinates of the nodes
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// I don't know the indent. How do I keep track of that? Do I track the position of
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// the parent? do I need to just make it more intrinsically a part of the position
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// code?
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ctx.set_source_rgb(0.7, 0.7, 0.7);
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let (row, column) = tree.position(0, node.id);
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println!("[{}] {} x {}", node.id, row, column);
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let y = (row as f64) * 20. + 10.;
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let x = (column as f64) * 20. + 10.;
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ctx.arc(x, y, 5., 0., 2. * std::f64::consts::PI);
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let _ = ctx.stroke();
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}
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}
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None => {
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// if there is no tree present, then there's nothing to draw!
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}
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}
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}
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}
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}
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}
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@ -110,43 +131,6 @@ struct Tree {
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}
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}
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*/
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*/
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// Given a node, do a postorder traversal to figure out the width of the node based on all of its
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// children. This is equivalent to the widest of all of its children at all depths.
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//
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// There are some collapse rules that I could take into account here, but that I haven't figured
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// out yet. If two nodes are side by side, and one of them has some wide children but the other has
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// no children, then they are effectively the same width. The second node only needs to be moved
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// out if it has children that would overlap the children of the first node.
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//
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// My algorithm right now is likely to generate unnecessarily wide trees in a complex game review.
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#[allow(dead_code)]
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fn node_width(node: &GameNode) -> usize {
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let children: &Vec<GameNode> = match node {
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GameNode::MoveNode(mn) => &mn.children,
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GameNode::SetupNode(sn) => &sn.children,
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};
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if children.is_empty() {
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return 1;
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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
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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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// things.
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//
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// One thought I have is that I could just develop a grid virtually and start placing nodes.
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// Whenever I notice a collision, I can just move the node over. But I'd like to see if I can be a
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// bit smarter than doing it as just a vec into which I place things, as though it's a game board.
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// So, given a game node, I want to figure out it's position along the X axis.
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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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#[cfg(test)]
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#[cfg(test)]
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mod test {
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mod test {
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use super::*;
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use super::*;
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