Set up the game review page along with #229

Merged
savanni merged 24 commits from otg/game-review into main 2024-03-31 23:37:51 +00:00
8 changed files with 42 additions and 53 deletions
Showing only changes of commit 3192c0a142 - Show all commits

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@ -16,20 +16,22 @@ You should have received a copy of the GNU General Public License along with On
use crate::CoreApi;
use adw::prelude::*;
use async_std::task::{block_on, spawn};
use otg_core::{
settings::{SettingsRequest, SettingsResponse},
Config, CoreRequest, CoreResponse,
CoreRequest, CoreResponse,
};
use sgf::GameRecord;
use std::sync::{Arc, RwLock};
use crate::views::{GameReview, HomeView, SettingsView};
/*
#[derive(Clone)]
enum AppView {
Home,
}
*/
// An application window should generally contain
// - an overlay widget
@ -46,7 +48,7 @@ pub struct AppWindow {
// we can maintain the state of previous views. Since the two of these work together, they are
// a candidate for extraction into a new widget or a new struct.
stack: adw::NavigationView,
view_states: Vec<AppView>,
// view_states: Vec<AppView>,
// Overlays are for transient content, such as about and settings, which can be accessed from
// anywhere but shouldn't be part of the main application flow.
@ -63,7 +65,7 @@ impl AppWindow {
let window = Self::setup_window(app);
let overlay = Self::setup_overlay();
let stack = adw::NavigationView::new();
let view_states = vec![];
// let view_states = vec![];
window.set_content(Some(&overlay));
overlay.set_child(Some(&stack));
@ -71,7 +73,7 @@ impl AppWindow {
let s = Self {
window,
stack,
view_states,
// view_states,
overlay,
core,
settings_view_model: Default::default(),
@ -79,7 +81,7 @@ impl AppWindow {
let home = s.setup_home();
let _ = s.stack.push(&home);
s.stack.push(&home);
s
}
@ -149,23 +151,18 @@ impl AppWindow {
pub fn close_overlay(&self) {
let mut view = self.settings_view_model.write().unwrap();
match *view {
Some(ref mut settings) => {
self.overlay.remove_overlay(settings);
*view = None;
}
None => {}
if let Some(ref mut settings) = *view {
self.overlay.remove_overlay(settings);
*view = None;
}
}
fn setup_window(app: &adw::Application) -> adw::ApplicationWindow {
let window = adw::ApplicationWindow::builder()
adw::ApplicationWindow::builder()
.application(app)
.width_request(800)
.height_request(500)
.build();
window
.build()
}
fn setup_header() -> adw::HeaderBar {

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@ -36,16 +36,15 @@ You should have received a copy of the GNU General Public License along with On
// that.
use crate::perftrace;
use gio::resources_lookup_data;
use glib::Object;
use gtk::{
gdk_pixbuf::{InterpType, Pixbuf},
prelude::*,
subclass::prelude::*,
};
use image::io::Reader as ImageReader;
use otg_core::{Color, Coordinate};
use std::{cell::RefCell, io::Cursor, rc::Rc};
use std::{cell::RefCell, rc::Rc};
const WIDTH: i32 = 800;
const HEIGHT: i32 = 800;
@ -241,6 +240,7 @@ impl Pen {
}
}
#[allow(dead_code)]
fn ghost_stone(&self, context: &cairo::Context, row: u8, col: u8, color: Color) {
match color {
Color::White => context.set_source_rgba(0.9, 0.9, 0.9, 0.5),

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@ -18,14 +18,13 @@ use cairo::Context;
use glib::Object;
use gtk::{prelude::*, subclass::prelude::*};
use sgf::{GameNode, GameRecord};
use std::{cell::RefCell, rc::Rc};
const WIDTH: i32 = 200;
const HEIGHT: i32 = 800;
#[derive(Default)]
pub struct ReviewTreePrivate {
record: Rc<RefCell<Option<GameRecord>>>,
// record: Rc<RefCell<Option<GameRecord>>>,
}
#[glib::object_subclass]
@ -44,7 +43,7 @@ glib::wrapper! {
}
impl ReviewTree {
pub fn new(record: GameRecord) -> Self {
pub fn new(_record: GameRecord) -> Self {
let s: Self = Object::new();
s.set_width_request(WIDTH);
@ -60,7 +59,7 @@ impl ReviewTree {
s
}
pub fn redraw(&self, ctx: &Context, width: i32, height: i32) {
pub fn redraw(&self, _ctx: &Context, _width: i32, _height: i32) {
// Implement the tree-drawing algorithm here
}
}
@ -113,13 +112,14 @@ struct Tree {
// out if it has children that would overlap the children of the first node.
//
// My algorithm right now is likely to generate unnecessarily wide trees in a complex game review.
#[allow(dead_code)]
fn node_width(node: &GameNode) -> usize {
let children: &Vec<GameNode> = match node {
GameNode::MoveNode(mn) => &mn.children,
GameNode::SetupNode(sn) => &sn.children,
};
if children.len() == 0 {
if children.is_empty() {
return 1;
}
@ -137,7 +137,8 @@ fn node_width(node: &GameNode) -> usize {
//
// Just having the node is greatly insufficient. I can get better results if I'm calculating the
// position of its children.
fn node_children_columns(node: &GameNode) -> Vec<usize> {
#[allow(dead_code)]
fn node_children_columns(_node: &GameNode) -> Vec<usize> {
vec![0, 1, 2]
}

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@ -21,10 +21,10 @@ pub use app_window::AppWindow;
mod views;
use async_std::task::{spawn, yield_now};
use async_std::task::{yield_now};
use otg_core::{Core, Observable, CoreRequest, CoreResponse};
use std::{rc::Rc, sync::Arc};
use tokio::runtime::Runtime;
use std::{rc::Rc};
#[derive(Clone)]
pub struct CoreApi {
@ -51,6 +51,7 @@ where
/// LocalObserver creates a task on the current thread which watches the specified observer for notifications and calls the handler function with each one.
///
/// The LocalObserver starts a task which listens for notifications during the constructor. When the observer goes out of scope, it will make a point of aborting the task. This combination means that anything which uses the observer can create it, hold on to a reference of it, and then drop it when done, and not have to do anything else with the observer object.
#[allow(dead_code)]
struct LocalObserver<T> {
join_handle: glib::JoinHandle<()>,
handler: Rc<dyn Fn(T)>,
@ -61,6 +62,7 @@ impl<T: 'static> LocalObserver<T> {
///
/// observable -- any object which emits events
/// handler -- a function which can process events
#[allow(dead_code)]
fn new(observable: &dyn Observable<T>, handler: impl Fn(T) + 'static) -> Self {
let listener = observable.subscribe();
let handler = Rc::new(handler);

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@ -4,17 +4,15 @@ use async_std::task::spawn;
use gio::ActionEntry;
use otg_core::{Config, ConfigOption, Core, CoreNotification, LibraryPath, Observable};
use otg_gtk::{
perftrace,
// ui::{ConfigurationPage, Home, PlayingField},
AppWindow,
CoreApi,
};
use std::sync::{Arc, RwLock};
const APP_ID_DEV: &str = "com.luminescent-dreams.otg.dev";
const APP_ID_PROD: &str = "com.luminescent-dreams.otg";
const RESOURCE_BASE_PATH: &str = "/com/luminescent-dreams/otg/";
// const RESOURCE_BASE_PATH: &str = "/com/luminescent-dreams/otg/";
async fn handler(notifications: Receiver<CoreNotification>, app_id: String) {
loop {
@ -108,7 +106,7 @@ fn main() {
APP_ID_PROD
};
let config = load_config(&app_id);
let config = load_config(app_id);
let core = Core::new(config.clone());

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@ -28,13 +28,10 @@ use gtk::{prelude::*, subclass::prelude::*};
use otg_core::Color;
use sgf::GameRecord;
#[derive(Default)]
pub struct GameReviewPrivate {}
impl Default for GameReviewPrivate {
fn default() -> Self {
Self {}
}
}
#[glib::object_subclass]
impl ObjectSubclass for GameReviewPrivate {
@ -52,7 +49,7 @@ glib::wrapper! {
}
impl GameReview {
pub fn new(api: CoreApi, record: GameRecord) -> Self {
pub fn new(_api: CoreApi, record: GameRecord) -> Self {
let s: Self = Object::builder().build();
// It's actually really bad to be just throwing away errors. Panics make everyone unhappy.

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@ -22,7 +22,7 @@ use otg_core::{
CoreRequest, CoreResponse,
};
use sgf::GameRecord;
use std::{cell::RefCell, rc::Rc};
/*
struct PlayerDataEntryPrivate {
@ -101,19 +101,13 @@ impl PlayerDataEntry {
}
*/
#[derive(Default)]
pub struct HomePrivate {
// black_player: Rc<RefCell<Option<PlayerDataEntry>>>,
// white_player: Rc<RefCell<Option<PlayerDataEntry>>>,
}
impl Default for HomePrivate {
fn default() -> Self {
Self {
// black_player: Rc::new(RefCell::new(None)),
// white_player: Rc::new(RefCell::new(None)),
}
}
}
#[glib::object_subclass]
impl ObjectSubclass for HomePrivate {
@ -158,7 +152,7 @@ impl HomeView {
s.append(&new_game_button);
*/
let library = Library::new(move |game| on_select_game(game));
let library = Library::new(on_select_game);
let library_view = gtk::ScrolledWindow::builder()
.hscrollbar_policy(gtk::PolicyType::Never)
.min_content_width(360)

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@ -14,11 +14,11 @@ GNU General Public License for more details.
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/>.
*/
use std::{borrow::Cow, cell::RefCell, path::Path, rc::Rc};
use std::{cell::RefCell, rc::Rc};
use adw::prelude::*;
use glib::Object;
use gtk::{prelude::*, subclass::prelude::*};
use gtk::{subclass::prelude::*};
use otg_core::{Config, ConfigOption, LibraryPath};
fn library_chooser_row(
@ -33,7 +33,7 @@ fn library_chooser_row(
.valign(gtk::Align::Center)
.build();
let parent = parent.clone();
let _parent = parent.clone();
let library_row = adw::ActionRow::builder()
.title("Library Path")