Create the Screenplay library, with a demo in the Kifu app #33

Merged
savanni merged 3 commits from savanni/screenplay into main 2023-03-22 15:08:00 +00:00
8 changed files with 943 additions and 2 deletions

View File

@ -3,5 +3,6 @@ use std::time::Duration;
mod api;
pub use api::{CoreApp, Request, Response};
pub mod types;
mod types;
pub use types::Color;
pub mod ui;

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@ -1,2 +1,4 @@
pub mod playing_field;
pub mod types;
mod types;
pub use types::PlayerCardElement;

View File

@ -448,6 +448,7 @@ dependencies = [
"glib",
"gtk4",
"kifu-core",
"screenplay",
"tokio",
]
@ -662,6 +663,13 @@ version = "1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d29ab0c6d3fc0ee92fe66e2d99f700eab17a8d57d1c1d3b748380fb20baa78cd"
[[package]]
name = "screenplay"
version = "0.1.0"
dependencies = [
"gtk4",
]
[[package]]
name = "semver"
version = "1.0.17"

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@ -11,3 +11,4 @@ glib = { version = "0.17" }
gtk = { version = "0.6", package = "gtk4" }
kifu-core = { path = "../kifu-core" }
tokio = { version = "1.26", features = [ "full" ] }
screenplay = { path = "../../screenplay" }

View File

@ -0,0 +1,64 @@
use glib::Object;
use gtk::{prelude::*, subclass::prelude::*};
use kifu_core::{ui::PlayerCardElement, Color};
use screenplay::{Screen, Screenplay};
use std::{cell::RefCell, rc::Rc};
#[derive(Default)]
pub struct PlayerCardPrivate {
player_name: gtk::Label,
clock: gtk::Label,
}
#[glib::object_subclass]
impl ObjectSubclass for PlayerCardPrivate {
const NAME: &'static str = "PlayerCard";
type Type = PlayerCard;
type ParentType = gtk::Box;
}
impl ObjectImpl for PlayerCardPrivate {}
impl WidgetImpl for PlayerCardPrivate {}
impl BoxImpl for PlayerCardPrivate {}
glib::wrapper! {
pub struct PlayerCard(ObjectSubclass<PlayerCardPrivate>) @extends gtk::Box, gtk::Widget, @implements gtk::Orientable;
}
impl PlayerCard {
pub fn new(element: PlayerCardElement) -> PlayerCard {
let s: Self = Object::builder().build();
s.set_orientation(gtk::Orientation::Vertical);
s.imp()
.player_name
.set_text(&format!("{} ({})", element.name, element.rank));
s.imp().clock.set_text(&element.clock);
s.append(&s.imp().player_name);
s.append(&s.imp().clock);
s
}
}
fn main() {
let app = gtk::Application::builder()
.application_id("com.luminescent-dreams.kifu-gtk.screenplay")
.build();
app.connect_activate(|app| {
let screens = vec![Screen {
title: "PlayerCard".to_owned(),
widget: PlayerCard::new(PlayerCardElement {
color: Color::Black,
name: "Opal".to_owned(),
rank: "10 kyu".to_owned(),
clock: "25:00".to_owned(),
})
.upcast::<gtk::Widget>(),
adjustments: vec![],
}];
let screenplay = Screenplay::new(&app, screens).unwrap();
});
app.run();
}

709
screenplay/Cargo.lock generated Normal file
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@ -0,0 +1,709 @@
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10
screenplay/Cargo.toml Normal file
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@ -0,0 +1,10 @@
[package]
name = "screenplay"
version = "0.1.0"
edition = "2021"
license = "GPL-3.0-only"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
gtk = { version = "0.6", package = "gtk4" }

146
screenplay/src/lib.rs Normal file
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/*
Copyright 2023, Savanni D'Gerinel <savanni@luminescent-dreams.com>
This file is part of Screenplay.
Screenplay 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.
Screenplay 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 Lumeto. If not, see <https://www.gnu.org/licenses/>.
*/
/// Screenplay is a library that helps visualize GTK scenes. I got my inspiration from working with
/// Storybook and decided that I wanted a similar tool for GTK.
///
/// With this library, you can write an application that loads up a bunch of different user
/// interfaces, and the library will put them on separate pages. Each UI can have as much or as
/// little behavior as you want.
use gtk::prelude::*;
#[derive(Clone, Debug)]
enum Action {
SelectPage(usize),
Deselect,
}
/// Unused. In the near future, this will contain useful errors.
#[derive(Clone, Debug)]
pub struct Error;
/// A definition of a single Screen. The screen can be as much or as little as you want, but must
/// contain a title (for the page selector) and a widget to show the screen.
#[derive(Clone)]
pub struct Screen {
/// Title of the screen. This will only be rendered in the page selector.
pub title: String,
/// The screen itself. This can be anything that implements the gtk::Widget interface, and it
/// will be rendered in the main area of the window.
pub widget: gtk::Widget,
/// Unused today, however...
/// These will be rendered in an area of the window reserved for adjustments. They are meant to
/// be ways to provide variants to the current scene. You will need to attach behaviors.
pub adjustments: Vec<gtk::Widget>,
}
/// Screenplay is an object that will render a gtk::ApplicationWindow.
///
/// That window contains a sidebar which lists the names of all of the Screens that have been
/// provided to it. Selecting one of those will cause the application to render that screen and all
/// of its adjustments.
///
/// It is highly likely that in the future this structure will be reformulated as a child of a GTK
/// ApplicationWindow.
#[derive(Clone)]
pub struct Screenplay {
frame: gtk::Frame,
screens: Vec<Screen>,
}
impl Screenplay {
/// Construct a new Screenplay. This will construct and render the ApplicationWindow as the
/// primary child of the Application.
///
/// This function currently returns no errors, instead panicing if anything goes wrong.
pub fn new(gtk_app: &gtk::Application, screens: Vec<Screen>) -> Result<Self, Error> {
let window = gtk::ApplicationWindow::new(gtk_app);
window.show();
let (sender, receiver) = gtk::glib::MainContext::channel(gtk::glib::PRIORITY_DEFAULT);
let layout = gtk::Box::builder()
.orientation(gtk::Orientation::Horizontal)
.build();
window.set_child(Some(&layout));
let listbox = gtk::ListBox::builder()
.activate_on_single_click(true)
.show_separators(true)
.focusable(false)
.build();
let frame = gtk::Frame::builder()
.height_request(500)
.width_request(500)
.build();
layout.append(&listbox);
layout.append(&frame);
listbox.connect_row_activated(move |_, row| {
match row.index() {
-1 => sender.send(Action::Deselect),
idx => sender.send(Action::SelectPage(idx as usize)),
}
.unwrap()
});
screens.iter().for_each(|Screen { title, .. }| {
listbox.append(
&gtk::ListBoxRow::builder()
.child(&gtk::Label::new(Some(title.as_ref())))
.build(),
);
});
let storybook = Self { frame, screens };
{
let mut storybook = storybook.clone();
receiver.attach(None, move |message| storybook.process_action(message));
}
Ok(storybook)
}
/// Handle an application action. This generally means changing the current screen.
fn process_action(&mut self, message: Action) -> Continue {
let nothing: Option<&gtk::Widget> = None;
match message {
Action::SelectPage(index) => match self.screens.get(index) {
Some(Screen {
widget,
adjustments,
..
}) => {
let b = gtk::Box::new(gtk::Orientation::Vertical, 0);
let control_box = gtk::Box::new(gtk::Orientation::Vertical, 0);
b.append(widget);
b.append(&control_box);
adjustments
.iter()
.for_each(|control| control_box.append(control));
self.frame.set_child(Some(&b));
}
None => self.frame.set_child(nothing),
},
Action::Deselect => self.frame.set_child(nothing),
}
Continue(true)
}
}