Implement game tree navigation #237
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@ -263,8 +263,7 @@ impl Default for DepthTree {
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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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/// correspond from a node in the review tree back to there.
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#[allow(dead_code)]
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game_node_id: nary_tree::NodeId,
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pub game_node_id: nary_tree::NodeId,
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/// How deep into the tree is this node?
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depth: usize,
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@ -285,6 +284,14 @@ impl DepthTree {
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&self.nodes[idx].content
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}
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pub fn parent(&self, node: &Node<T>) -> Option<&Node<T>> {
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if let Some(parent_idx) = node.parent {
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self.nodes.get(parent_idx)
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} else {
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None
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}
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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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// to add the root node, but the constructor should handle that, anyway.
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fn add_node(&mut self, parent_idx: usize, node: T) -> usize {
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@ -21,6 +21,10 @@ use otg_core::GameReviewViewModel;
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const WIDTH: i32 = 200;
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const HEIGHT: i32 = 800;
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const RADIUS: f64 = 7.5;
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const HIGHLIGHT_WIDTH: f64 = 4.;
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const SPACING: f64 = 30.;
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#[derive(Clone)]
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pub struct ReviewTree {
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widget: gtk::ScrolledWindow,
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@ -32,16 +36,19 @@ pub struct ReviewTree {
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impl ReviewTree {
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pub fn new(view: GameReviewViewModel) -> ReviewTree {
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let drawing_area = gtk::DrawingArea::new();
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let widget = gtk::ScrolledWindow::builder()
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.child(&drawing_area)
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.build();
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let widget = gtk::ScrolledWindow::builder().child(&drawing_area).build();
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widget.set_width_request(WIDTH);
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widget.set_height_request(HEIGHT);
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drawing_area.set_height_request(view.tree_max_depth() as i32 * 20 + 40);
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// TODO: figure out the maximum width of the tree so that we can also set a width request
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drawing_area.set_height_request(view.tree_max_depth() as i32 * SPACING as i32);
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let s = Self { widget, drawing_area, view };
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let s = Self {
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widget,
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drawing_area,
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view,
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};
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s.drawing_area.set_draw_func({
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let s = s.clone();
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@ -54,20 +61,55 @@ impl ReviewTree {
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}
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fn redraw(&self, ctx: &Context, _width: i32, _height: i32) {
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self.view.map_tree(move |node, current| {
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ctx.set_source_rgb(0.7, 0.7, 0.7);
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let (row, column) = node.data().position();
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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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println!("redraw: {} {}", _width, _height);
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if current == Some(node.node_id()) {
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ctx.set_line_width(3.);
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} else {
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#[allow(deprecated)]
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let context = WidgetExt::style_context(&self.widget);
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#[allow(deprecated)]
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let foreground_color = context.lookup_color("sidebar_fg_color").unwrap();
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#[allow(deprecated)]
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let accent_color = context.lookup_color("accent_color").unwrap();
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self.view.map_tree(move |node, current| {
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let parent = node.parent();
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ctx.set_source_rgb(
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foreground_color.red().into(),
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foreground_color.green().into(),
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foreground_color.blue().into(),
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);
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let (row, column) = node.data().position();
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let y = (row as f64) * SPACING + RADIUS * 2.;
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let x = (column as f64) * SPACING + RADIUS * 2.;
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ctx.arc(x, y, RADIUS, 0., 2. * std::f64::consts::PI);
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let _ = ctx.fill();
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if let Some(parent) = parent {
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ctx.set_line_width(1.);
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let (row, column) = parent.data().position();
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let py = (row as f64) * SPACING + RADIUS * 2.;
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let px = (column as f64) * SPACING + RADIUS * 2.;
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ctx.move_to(px, py);
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ctx.line_to(x, y);
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let _ = ctx.stroke();
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}
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if current == Some(node.data().game_node_id) {
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ctx.set_line_width(HIGHLIGHT_WIDTH);
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ctx.set_source_rgb(
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accent_color.red().into(),
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accent_color.green().into(),
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accent_color.blue().into(),
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);
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ctx.arc(
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x,
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y,
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RADIUS + HIGHLIGHT_WIDTH / 2.,
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0.,
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2. * std::f64::consts::PI,
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);
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let _ = ctx.stroke();
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ctx.set_line_width(2.);
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}
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});
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}
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