Implement game tree navigation #237

Merged
savanni merged 6 commits from savanni/tree-navigation into main 2024-05-23 13:04:25 +00:00
15 changed files with 589 additions and 379 deletions

View File

@ -115,8 +115,6 @@ pub struct Core {
impl Core {
pub fn new(config: Config) -> Self {
println!("config: {:?}", config);
let library = match config.get::<LibraryPath>() {
Some(ref path) if path.to_path_buf().exists() => {
Some(Database::open_path(path.to_path_buf()).unwrap())

View File

@ -213,7 +213,7 @@ impl Goban {
///
/// assert_eq!(goban.stone(&Coordinate{ row: 3, column: 3 }), Some(Color::Black));
/// assert_eq!(goban.stone(&Coordinate{ row: 15, column: 15 }), Some(Color::White));
/// assert_eq!(goban.stone(&Coordinate{ row: 3, column: 15 }), Some(Color::Black));
/// assert_eq!(goban.stone(&Coordinate{ row: 15, column: 3 }), Some(Color::Black));
/// ```
pub fn apply_moves<'a>(
self,
@ -611,7 +611,6 @@ mod test {
),
];
println!("{}", board);
for (board, coordinate, group, liberties) in test_cases {
assert_eq!(board.group(&coordinate), group.as_ref());
assert_eq!(

View File

@ -32,3 +32,6 @@ mod types;
pub use types::{
BoardError, Color, Config, ConfigOption, DepthTree, LibraryPath, Player, Rank, Size,
};
mod view_models;
pub use view_models::GameReviewViewModel;

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@ -1,6 +1,7 @@
use crate::goban::{Coordinate, Goban};
use config::define_config;
use config_derive::ConfigOption;
use nary_tree::NodeRef;
use serde::{Deserialize, Serialize};
use sgf::GameTree;
use std::{
@ -242,6 +243,39 @@ pub struct Tree<T> {
}
*/
// https://llimllib.github.io/pymag-trees/
// I want to take advantage of the Wetherell Shannon algorithm, but I want some variations. In
// their diagram, they got a tree that looks like this.
//
// O
// |\
// O O
// |\ \ \
// O O O O
// |\ |\
// O O O O
//
// In the same circumstance, what I want is this:
//
// O--
// | \
// O O
// |\ |\
// O O O O
// |\
// O O
//
// In order to keep things from being overly smooshed, I want to ensure that if a branch overlaps
// with another branch, there is some extra drawing space. This might actually be similar to adding
// the principal that "A parent should be centered over its children".
//
// So, given a tree, I need to know how many children exist at each level. Then I build parents
// atop the children. At level 3, I have four children, and that happens to be the maximum width of
// the graph.
//
// A bottom-up traversal:
// - Figure out the number of nodes at each depth
pub struct DepthTree(nary_tree::Tree<SizeNode>);
impl Deref for DepthTree {
@ -252,12 +286,17 @@ impl Deref for DepthTree {
}
}
impl Default for DepthTree {
fn default() -> Self {
Self(nary_tree::Tree::new())
}
}
#[derive(Debug)]
pub struct SizeNode {
/// Use this to map back to the node in the original game tree. This way we know how to
/// correspond from a node in the review tree back to there.
#[allow(dead_code)]
game_node_id: nary_tree::NodeId,
pub game_node_id: nary_tree::NodeId,
/// How deep into the tree is this node?
depth: usize,
@ -273,32 +312,17 @@ impl SizeNode {
}
impl DepthTree {
// My previous work to convert from a node tree to this tree-with-width dependend on the node tree
// being a recursive data structure. Now I need to find a way to convert a slab tree to this width
// tree.
//
// It all feels like a lot of custom weirdness. I shouldn't need a bunch of custom data structures,
// so I want to eliminate the "Tree" above and keep using the slab tree. I think I should be able
// to build these Node objects without needing a custom data structure.
fn new() -> Self {
Self(nary_tree::Tree::new())
/*
Tree {
nodes: vec![Node {
id: 0,
node: root,
parent: None,
depth: 0,
width: RefCell::new(None),
children: vec![],
}],
}
*/
}
/*
pub fn node(&self, idx: usize) -> &T {
&self.nodes[idx].node
&self.nodes[idx].content
}
pub fn parent(&self, node: &Node<T>) -> Option<&Node<T>> {
if let Some(parent_idx) = node.parent {
self.nodes.get(parent_idx)
} else {
None
}
}
// Add a node to the parent specified by parent_idx. Return the new index. This cannot be used
@ -309,7 +333,7 @@ impl DepthTree {
self.nodes.push(Node {
id: next_idx,
node,
content: node,
parent: Some(parent_idx),
depth: parent.depth + 1,
width: RefCell::new(None),
@ -328,7 +352,6 @@ impl DepthTree {
.unwrap()
.traverse_pre_order()
.fold(0, |max, node| {
println!("node depth: {}", node.data().depth);
if node.data().depth > max {
node.data().depth
} else {
@ -487,7 +510,7 @@ impl<'a> From<&'a GameTree> for DepthTree {
Self(tree)
}
None => Self::new(),
None => Self::default(),
}
}
}
@ -529,7 +552,7 @@ pub struct BFSIter<'a, T> {
}
impl<'a, T> Iterator for BFSIter<'a, T> {
type Item = &'a T;
type Item = NodeRef<'a, T>;
fn next(&mut self) -> Option<Self::Item> {
let retval = self.queue.pop_front();
@ -538,7 +561,7 @@ impl<'a, T> Iterator for BFSIter<'a, T> {
.children()
.for_each(|noderef| self.queue.push_back(noderef));
}
retval.map(|retval| retval.data())
retval
}
}
@ -630,7 +653,7 @@ mod test {
)))
.node_id();
let node_d = game_tree
let _node_d = game_tree
.get_mut(node_c)
.unwrap()
.append(GameNode::MoveNode(MoveNode::new(
@ -639,7 +662,7 @@ mod test {
)))
.node_id();
let node_e = game_tree
let _node_e = game_tree
.get_mut(node_c)
.unwrap()
.append(GameNode::MoveNode(MoveNode::new(
@ -648,7 +671,7 @@ mod test {
)))
.node_id();
let node_f = game_tree
let _node_f = game_tree
.get_mut(node_c)
.unwrap()
.append(GameNode::MoveNode(MoveNode::new(
@ -657,7 +680,7 @@ mod test {
)))
.node_id();
let node_g = game_tree
let _node_g = game_tree
.get_mut(node_a)
.unwrap()
.append(GameNode::MoveNode(MoveNode::new(
@ -732,66 +755,4 @@ mod test {
assert_eq!(tree.position(test_tree.node_g), (1, 4));
*/
}
#[ignore]
#[test]
fn breadth_first_iter() {
/*
let mut node_a = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
let mut node_b = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
let mut node_c = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
let node_d = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
let node_e = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
let node_f = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
let node_g = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
let mut node_h = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
let node_i = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
let game = GameRecord::new(
GameType::Go,
Size {
width: 19,
height: 19,
},
Player {
name: Some("Black".to_owned()),
rank: None,
team: None,
},
Player {
name: Some("White".to_owned()),
rank: None,
team: None,
},
);
node_c.children.push(GameNode::MoveNode(node_d.clone()));
node_c.children.push(GameNode::MoveNode(node_e.clone()));
node_c.children.push(GameNode::MoveNode(node_f.clone()));
node_b.children.push(GameNode::MoveNode(node_c.clone()));
node_h.children.push(GameNode::MoveNode(node_i.clone()));
node_a.children.push(GameNode::MoveNode(node_b.clone()));
node_a.children.push(GameNode::MoveNode(node_g.clone()));
node_a.children.push(GameNode::MoveNode(node_h.clone()));
let game_tree = GameNode::MoveNode(node_a.clone());
let tree = Tree::from(&game_tree);
let mut iter = tree.bfs_iter();
assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_a.id));
assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_b.id));
assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_g.id));
assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_h.id));
assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_c.id));
assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_i.id));
assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_d.id));
assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_e.id));
assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_f.id));
*/
}
}

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@ -0,0 +1,281 @@
/*
Copyright 2024, Savanni D'Gerinel <savanni@luminescent-dreams.com>
This file is part of On the Grid.
On the Grid is free software: you can redistribute it and/or modify it under the terms of
the GNU General Public License as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version.
On the Grid is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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/>.
*/
// Currenty my game review is able to show the current game and its tree. Now, I want to start
// tracking where in the tree that I am. This should be a combination of the abstract Tree and the
// gameTree. Chances are, if I just keep track of where I am in the abstract tree, I can find the
// relevant node in the game tree and then reproduce the line to get to that node.
//
// Moving through the game review tree shouldn't require a full invocatian. This object, and most
// other view models, should be exported to the UI.
use crate::{types::SizeNode, DepthTree, Goban};
use nary_tree::{NodeId, NodeRef};
use sgf::{GameRecord, Player};
use std::sync::{Arc, RwLock};
struct GameReviewViewModelPrivate {
// This is the ID of the current position in the game. The ID is specific to the GameRecord,
// not the ReviewTree.
current_position: Option<NodeId>,
game: GameRecord,
review_tree: DepthTree,
}
#[derive(Clone)]
pub struct GameReviewViewModel {
inner: Arc<RwLock<GameReviewViewModelPrivate>>,
}
impl GameReviewViewModel {
pub fn new(game: GameRecord) -> Self {
let (review_tree, current_position) = if !game.trees.is_empty() {
let review_tree = DepthTree::from(&game.trees[0]);
let current_position = game.mainline().unwrap().last().map(|nr| nr.node_id());
(review_tree, current_position)
} else {
(DepthTree::default(), None)
};
Self {
inner: Arc::new(RwLock::new(GameReviewViewModelPrivate {
current_position,
game,
review_tree,
})),
}
}
pub fn black_player(&self) -> Player {
self.inner.read().unwrap().game.black_player.clone()
}
pub fn white_player(&self) -> Player {
self.inner.read().unwrap().game.white_player.clone()
}
pub fn game_view(&self) -> Goban {
let inner = self.inner.read().unwrap();
let mut path: Vec<NodeId> = vec![];
let mut current_id = inner.current_position;
while current_id.is_some() {
let current = current_id.unwrap();
path.push(current);
current_id = inner.game.trees[0]
.get(current)
.unwrap()
.parent()
.map(|parent| parent.node_id());
}
path.reverse();
Goban::default()
.apply_moves(
path.into_iter()
.map(|node_id| inner.game.trees[0].get(node_id).unwrap().data()),
)
.unwrap()
/*
if let Some(start) = inner.current_position {
let mut current_id = start;
let mut path = vec![current_id.clone()];
while let
/*
let mut current_node = inner.game.trees[0].get(current_position).unwrap();
let mut path = vec![current_node.data()];
while let Some(parent) = current_node.parent() {
path.push(parent.data());
current_node = parent;
}
*/
path.reverse();
Goban::default().apply_moves(path).unwrap()
} else {
Goban::default()
}
*/
}
pub fn map_tree<F>(&self, f: F)
where
F: Fn(NodeRef<'_, SizeNode>, Option<NodeId>),
{
let inner = self.inner.read().unwrap();
for node in inner.review_tree.bfs_iter() {
f(node, inner.current_position);
}
}
pub fn tree_max_depth(&self) -> usize {
self.inner.read().unwrap().review_tree.max_depth()
}
// When moving forward on the tree, I grab the first child by default. I can then just advance
// the board state by applying the child.
pub fn next_move(&self) {
let mut inner = self.inner.write().unwrap();
let current_position = inner.current_position.clone();
match current_position {
Some(current_position) => {
let current_id = current_position.clone();
let node = inner.game.trees[0].get(current_id).unwrap();
if let Some(next_id) = node.first_child().map(|child| child.node_id()) {
inner.current_position = Some(next_id);
}
}
None => {
inner.current_position = inner.game.trees[0].root().map(|node| node.node_id());
}
}
}
// When moving backwards, I jump up to the parent. I'll then rebuild the board state from the
// root.
pub fn previous_move(&mut self) {
let mut inner = self.inner.write().unwrap();
if let Some(current_position) = inner.current_position {
let current_node = inner.game.trees[0]
.get(current_position)
.expect("current_position should always correspond to a node in the tree");
if let Some(parent_node) = current_node.parent() {
inner.current_position = Some(parent_node.node_id());
}
}
}
pub fn next_variant(&self) {
println!("move to the next variant amongst the options available");
}
pub fn previous_variant(&self) {
println!("move to the previous variant amongst the options available");
}
}
#[cfg(test)]
mod test {
use super::*;
use crate::{Color, Coordinate};
use std::path::Path;
fn with_game_record<F>(test: F)
where
F: FnOnce(GameReviewViewModel),
{
let records = sgf::parse_sgf_file(&Path::new("../../sgf/test_data/branch_test.sgf"))
.expect("to successfully load the test file");
let record = records[0]
.as_ref()
.expect("to have successfully loaded the test record");
let view_model = GameReviewViewModel::new(record.clone());
test(view_model);
}
#[test]
fn it_generates_a_mainline_board() {
with_game_record(|view| {
let goban = view.game_view();
for row in 0..18 {
for column in 0..18 {
if row == 3 && column == 3 {
assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::White));
} else if row == 15 && column == 3 {
assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::White));
} else if row == 3 && column == 15 {
assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
} else if row == 15 && column == 14 {
assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
} else {
assert_eq!(
goban.stone(&Coordinate { row, column }),
None,
"{} {}",
row,
column
);
}
}
}
});
}
#[test]
fn it_moves_to_the_previous_mainline_move() {
with_game_record(|mut view| {
view.previous_move();
let goban = view.game_view();
for row in 0..18 {
for column in 0..18 {
if row == 3 && column == 3 {
assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::White));
} else if row == 3 && column == 15 {
assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
} else if row == 15 && column == 14 {
assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
} else {
assert_eq!(
goban.stone(&Coordinate { row, column }),
None,
"{} {}",
row,
column
);
}
}
}
});
}
#[test]
fn it_moves_to_the_next_node() {
with_game_record(|mut view| {
view.previous_move();
view.next_move();
let goban = view.game_view();
for row in 0..18 {
for column in 0..18 {
if row == 3 && column == 3 {
assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::White));
} else if row == 15 && column == 3 {
assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::White));
} else if row == 3 && column == 15 {
assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
} else if row == 15 && column == 14 {
assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
} else {
assert_eq!(
goban.stone(&Coordinate { row, column }),
None,
"{} {}",
row,
column
);
}
}
}
});
}
}

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@ -0,0 +1,20 @@
/*
Copyright 2024, Savanni D'Gerinel <savanni@luminescent-dreams.com>
This file is part of On the Grid.
On the Grid is free software: you can redistribute it and/or modify it under the terms of
the GNU General Public License as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version.
On the Grid is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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/>.
*/
mod game_review;
pub use game_review::GameReviewViewModel;

View File

@ -17,12 +17,14 @@ You should have received a copy of the GNU General Public License along with On
use crate::{CoreApi, ResourceManager};
use adw::prelude::*;
use glib::Propagation;
use gtk::{gdk::Key, EventControllerKey};
use otg_core::{
settings::{SettingsRequest, SettingsResponse},
CoreRequest, CoreResponse,
CoreRequest, CoreResponse, GameReviewViewModel,
};
use sgf::GameRecord;
use std::{rc::Rc, sync::{Arc, RwLock}};
use std::sync::{Arc, RwLock};
use crate::views::{GameReview, HomeView, SettingsView};
@ -91,13 +93,32 @@ impl AppWindow {
pub fn open_game_review(&self, game_record: GameRecord) {
let header = adw::HeaderBar::new();
let game_review = GameReview::new(self.core.clone(), game_record, self.resources.clone());
let game_review = GameReview::new(
GameReviewViewModel::new(game_record),
self.resources.clone(),
);
let layout = gtk::Box::builder()
.orientation(gtk::Orientation::Vertical)
.build();
layout.append(&header);
layout.append(&game_review);
layout.append(&game_review.widget());
// This controller ensures that navigational keypresses get sent to the game review so that
// they're not changing the cursor focus in the app.
let keypress_controller = EventControllerKey::new();
keypress_controller.connect_key_pressed({
move |s, key, _, _| {
println!("layout keypress: {}", key);
if s.forward(&game_review.widget()) {
Propagation::Stop
} else {
Propagation::Proceed
}
}
});
layout.add_controller(keypress_controller);
let page = adw::NavigationPage::builder()
.can_pop(true)

View File

@ -37,16 +37,10 @@ You should have received a copy of the GNU General Public License along with On
use crate::{perftrace, Resource, ResourceManager};
use gio::resources_lookup_data;
use glib::Object;
use gtk::{
gdk_pixbuf::{Colorspace, InterpType, Pixbuf},
prelude::*,
subclass::prelude::*,
};
use image::{io::Reader as ImageReader, ImageError};
use gtk::{gdk_pixbuf::Pixbuf, prelude::*, subclass::prelude::*};
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;
@ -107,17 +101,12 @@ impl Goban {
s
}
fn redraw(&self, ctx: &cairo::Context, width: i32, height: i32) {
println!("{} x {}", width, height);
/*
let background = load_pixbuf(
"/com/luminescent-dreams/otg-gtk/wood_texture.jpg",
false,
WIDTH + 40,
HEIGHT + 40,
);
*/
pub fn set_board_state(&mut self, board_state: otg_core::Goban) {
*self.imp().board_state.borrow_mut() = board_state;
self.queue_draw();
}
fn redraw(&self, ctx: &cairo::Context, width: i32, height: i32) {
let background = self
.imp()
.resource_manager
@ -257,11 +246,11 @@ impl Pen {
let (x_loc, y_loc) = self.stone_location(row, col);
match color {
Color::White => match self.white_stone {
Some(ref white_stone) => ctx.set_source_pixbuf(&white_stone, x_loc, y_loc),
Some(ref white_stone) => ctx.set_source_pixbuf(white_stone, x_loc, y_loc),
None => ctx.set_source_rgb(0.9, 0.9, 0.9),
},
Color::Black => match self.black_stone {
Some(ref black_stone) => ctx.set_source_pixbuf(&black_stone, x_loc, y_loc),
Some(ref black_stone) => ctx.set_source_pixbuf(black_stone, x_loc, y_loc),
None => ctx.set_source_rgb(0.0, 0.0, 0.0),
},
}
@ -309,34 +298,3 @@ impl Pen {
)
}
}
fn load_pixbuf(
path: &str,
transparency: bool,
width: i32,
height: i32,
) -> Result<Option<Pixbuf>, ImageError> {
let image_bytes = resources_lookup_data(path, gio::ResourceLookupFlags::NONE).unwrap();
let image = ImageReader::new(Cursor::new(image_bytes))
.with_guessed_format()
.unwrap()
.decode();
image.map(|image| {
let stride = if transparency {
image.to_rgba8().sample_layout().height_stride
} else {
image.to_rgb8().sample_layout().height_stride
};
Pixbuf::from_bytes(
&glib::Bytes::from(image.as_bytes()),
Colorspace::Rgb,
transparency,
8,
image.width() as i32,
image.height() as i32,
stride as i32,
)
.scale_simple(width, height, InterpType::Nearest)
})
}

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@ -15,50 +15,42 @@ You should have received a copy of the GNU General Public License along with On
*/
use cairo::Context;
use glib::Object;
use gtk::{prelude::*, subclass::prelude::*};
use otg_core::DepthTree;
use sgf::GameRecord;
use std::{cell::RefCell, rc::Rc};
use uuid::Uuid;
use gtk::prelude::*;
use otg_core::GameReviewViewModel;
const WIDTH: i32 = 200;
const HEIGHT: i32 = 800;
#[derive(Default)]
pub struct ReviewTreePrivate {
record: Rc<RefCell<Option<GameRecord>>>,
tree: Rc<RefCell<Option<DepthTree>>>,
}
const RADIUS: f64 = 7.5;
const HIGHLIGHT_WIDTH: f64 = 4.;
const SPACING: f64 = 30.;
#[glib::object_subclass]
impl ObjectSubclass for ReviewTreePrivate {
const NAME: &'static str = "ReviewTree";
type Type = ReviewTree;
type ParentType = gtk::DrawingArea;
}
#[derive(Clone)]
pub struct ReviewTree {
widget: gtk::ScrolledWindow,
drawing_area: gtk::DrawingArea,
impl ObjectImpl for ReviewTreePrivate {}
impl WidgetImpl for ReviewTreePrivate {}
impl DrawingAreaImpl for ReviewTreePrivate {}
glib::wrapper! {
pub struct ReviewTree(ObjectSubclass<ReviewTreePrivate>) @extends gtk::Widget, gtk::DrawingArea;
view: GameReviewViewModel,
}
impl ReviewTree {
pub fn new(record: GameRecord) -> Self {
let s: Self = Object::new();
pub fn new(view: GameReviewViewModel) -> ReviewTree {
let drawing_area = gtk::DrawingArea::new();
let widget = gtk::ScrolledWindow::builder().child(&drawing_area).build();
// TODO: there can be more than one tree, especially in instructional files. Either unify
// them into a single tree in the GameTree, or draw all of them here.
*s.imp().tree.borrow_mut() = Some(DepthTree::from(&record.trees[0]));
*s.imp().record.borrow_mut() = Some(record);
widget.set_width_request(WIDTH);
widget.set_height_request(HEIGHT);
s.set_width_request(WIDTH);
s.set_height_request(HEIGHT);
// TODO: figure out the maximum width of the tree so that we can also set a width request
drawing_area.set_height_request(view.tree_max_depth() as i32 * SPACING as i32);
s.set_draw_func({
let s = Self {
widget,
drawing_area,
view,
};
s.drawing_area.set_draw_func({
let s = s.clone();
move |_, ctx, width, height| {
s.redraw(ctx, width, height);
@ -68,168 +60,63 @@ impl ReviewTree {
s
}
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();
}
pub fn queue_draw(&self) {
self.drawing_area.queue_draw();
}
fn redraw(&self, ctx: &Context, _width: i32, _height: i32) {
#[allow(deprecated)]
let context = WidgetExt::style_context(&self.widget);
#[allow(deprecated)]
let foreground_color = context.lookup_color("sidebar_fg_color").unwrap();
#[allow(deprecated)]
let accent_color = context.lookup_color("accent_color").unwrap();
self.view.map_tree(move |node, current| {
let parent = node.parent();
ctx.set_source_rgb(
foreground_color.red().into(),
foreground_color.green().into(),
foreground_color.blue().into(),
);
let (row, column) = node.data().position();
let y = (row as f64) * SPACING + RADIUS * 2.;
let x = (column as f64) * SPACING + RADIUS * 2.;
ctx.arc(x, y, RADIUS, 0., 2. * std::f64::consts::PI);
let _ = ctx.fill();
if let Some(parent) = parent {
ctx.set_line_width(1.);
let (row, column) = parent.data().position();
let py = (row as f64) * SPACING + RADIUS * 2.;
let px = (column as f64) * SPACING + RADIUS * 2.;
ctx.move_to(px, py);
ctx.line_to(x, y);
let _ = ctx.stroke();
}
None => {
// if there is no tree present, then there's nothing to draw!
if current == Some(node.data().game_node_id) {
ctx.set_line_width(HIGHLIGHT_WIDTH);
ctx.set_source_rgb(
accent_color.red().into(),
accent_color.green().into(),
accent_color.blue().into(),
);
ctx.arc(
x,
y,
RADIUS + HIGHLIGHT_WIDTH / 2.,
0.,
2. * std::f64::consts::PI,
);
let _ = ctx.stroke();
ctx.set_line_width(2.);
}
}
});
}
pub fn widget(&self) -> gtk::Widget {
self.widget.clone().upcast::<gtk::Widget>()
}
}
// https://llimllib.github.io/pymag-trees/
// I want to take advantage of the Wetherell Shannon algorithm, but I want some variations. In
// their diagram, they got a tree that looks like this.
//
// O
// |\
// O O
// |\ \ \
// O O O O
// |\ |\
// O O O O
//
// In the same circumstance, what I want is this:
//
// O--
// | \
// O O
// |\ |\
// O O O O
// |\
// O O
//
// In order to keep things from being overly smooshed, I want to ensure that if a branch overlaps
// with another branch, there is some extra drawing space. This might actually be similar to adding
// the principal that "A parent should be centered over its children".
//
// So, given a tree, I need to know how many children exist at each level. Then I build parents
// atop the children. At level 3, I have four children, and that happens to be the maximum width of
// the graph.
//
// 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::*;
use sgf::{Color, GameNode, Move, MoveNode};
#[test]
fn it_calculates_width_for_single_node() {
let node = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
assert_eq!(node_width(&node), 1);
}
#[test]
fn it_calculates_width_for_node_with_children() {
let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let node_b = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
let node_c = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
let node_d = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
node_a.children.push(node_b);
node_a.children.push(node_c);
node_a.children.push(node_d);
assert_eq!(node_width(&GameNode::MoveNode(node_a)), 3);
}
// A
// B E
// C D
#[test]
fn it_calculates_width_with_one_deep_child() {
let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let mut node_b = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let node_c = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let node_d = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let node_e = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
node_b.children.push(GameNode::MoveNode(node_c));
node_b.children.push(GameNode::MoveNode(node_d));
assert_eq!(node_width(&GameNode::MoveNode(node_b.clone())), 2);
node_a.children.push(GameNode::MoveNode(node_b));
node_a.children.push(GameNode::MoveNode(node_e));
assert_eq!(node_width(&GameNode::MoveNode(node_a)), 3);
}
// A
// B G H
// C I
// D E F
#[test]
fn it_calculates_a_complex_tree() {
let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let mut node_b = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let mut node_c = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let node_d = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let node_e = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let node_f = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let node_g = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let mut node_h = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let node_i = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
node_c.children.push(GameNode::MoveNode(node_d));
node_c.children.push(GameNode::MoveNode(node_e));
node_c.children.push(GameNode::MoveNode(node_f));
assert_eq!(node_width(&GameNode::MoveNode(node_c.clone())), 3);
node_b.children.push(GameNode::MoveNode(node_c));
assert_eq!(node_width(&GameNode::MoveNode(node_b.clone())), 3);
node_h.children.push(GameNode::MoveNode(node_i));
node_a.children.push(GameNode::MoveNode(node_b));
node_a.children.push(GameNode::MoveNode(node_g));
node_a.children.push(GameNode::MoveNode(node_h));
// This should be 4 if I were collapsing levels correctly, but it is 5 until I return to
// figure that step out.
assert_eq!(node_width(&GameNode::MoveNode(node_a.clone())), 5);
}
#[test]
fn a_nodes_children_get_separate_columns() {
let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
let node_b = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
let node_c = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
let node_d = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
node_a.children.push(node_b.clone());
node_a.children.push(node_c.clone());
node_a.children.push(node_d.clone());
assert_eq!(
node_children_columns(&GameNode::MoveNode(node_a)),
vec![0, 1, 2]
);
}
#[test]
fn text_renderer() {
assert!(false);
}
}

View File

@ -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

View File

@ -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);

View File

@ -22,16 +22,21 @@ 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 std::{cell::RefCell, rc::Rc};
use crate::{
components::{Goban, PlayerCard, ReviewTree},
ResourceManager,
};
use glib::Propagation;
use gtk::{gdk::Key, prelude::*, EventControllerKey};
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 +57,76 @@ impl GameReview {
pub fn new(_api: CoreApi, record: GameRecord, resources: ResourceManager) -> Self {
let s: Self = Object::builder().build();
s
}
}
*/
#[derive(Clone)]
pub struct GameReview {
widget: gtk::Box,
goban: Rc<RefCell<Option<Goban>>>,
review_tree: Rc<RefCell<Option<ReviewTree>>>,
resources: ResourceManager,
view: Rc<RefCell<GameReviewViewModel>>,
}
impl GameReview {
pub fn new(view: GameReviewViewModel, resources: ResourceManager) -> Self {
let widget = gtk::Box::builder().build();
let view = Rc::new(RefCell::new(view));
let s = Self {
widget,
goban: Default::default(),
review_tree: Default::default(),
resources,
view,
};
let keypress_controller = EventControllerKey::new();
keypress_controller.connect_key_pressed({
let s = s.clone();
move |_, key, _, _| {
let mut view = s.view.borrow_mut();
match key {
Key::Down => view.next_move(),
Key::Up => view.previous_move(),
Key::Left => view.previous_variant(),
Key::Right => view.next_variant(),
_ => {
return Propagation::Proceed;
}
}
match *s.goban.borrow_mut() {
Some(ref mut goban) => goban.set_board_state(view.game_view()),
None => {}
};
match *s.review_tree.borrow() {
Some(ref tree) => tree.queue_draw(),
None => {}
}
Propagation::Stop
}
});
s.widget.add_controller(keypress_controller);
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.borrow().game_view();
let board = Goban::new(board_repr, self.resources.clone());
/*
s.attach(&board, 0, 0, 2, 2);
@ -76,7 +143,7 @@ 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.borrow().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 +155,24 @@ 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.borrow().black_player()));
player_information_section
.append(&PlayerCard::new(Color::White, &self.view.borrow().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
*self.goban.borrow_mut() = Some(board);
*self.review_tree.borrow_mut() = Some(review_tree);
}
fn redraw(&self) {
}
pub fn widget(&self) -> gtk::Widget {
self.widget.clone().upcast::<gtk::Widget>()
}
}

View File

@ -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);

View File

@ -4,7 +4,7 @@ mod game;
pub use game::{GameNode, GameRecord, GameTree, MoveNode, Player};
mod parser;
pub use parser::{parse_collection, Move};
pub use parser::{parse_collection, Move, Size};
mod types;
pub use types::*;

View File

@ -302,10 +302,10 @@ impl Move {
Move::Move(s) => {
if s.len() == 2 {
let mut parts = s.chars();
let row_char = parts.next().unwrap();
let row = row_char as u8 - b'a';
let column_char = parts.next().unwrap();
let column = column_char as u8 - b'a';
let row_char = parts.next().unwrap();
let row = row_char as u8 - b'a';
Some((row, column))
} else {
unimplemented!("moves must contain exactly two characters");