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+/*
+ This file is part of Takwrap.
+
+ Takwrap 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.
+
+ Foobar 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 Foobar. If not, see <https://www.gnu.org/licenses/>.
+*/
+
+use fltk::{app::*, button::*, draw::*};
+use std::rc::*;
+
+use crate::game::*;
+
+// All of theses properties are not expected to change under window
+// resizing, so we don't need more than an Rc<...> to one of these
+// when rendering in button.draw2(...) later. We do, however, need to
+// use compute_square_size because the widget may be resized.
+struct BoardRenderer {
+ even_square_colour: Color,
+ odd_square_colour: Color,
+ black_colour: Color,
+ white_colour: Color,
+ stone_size: f32,
+ game_size: i32,
+ frame_pad: i32,
+ xorg: i32,
+ yorg: i32,
+}
+
+impl BoardRenderer {
+ fn default() -> BoardRenderer {
+ BoardRenderer {
+ // Sandy brown
+ odd_square_colour: Color::from_rgb(244, 164, 96),
+ // Moccasin
+ even_square_colour: Color::from_rgb(255, 228, 181),
+ // Colours for pieces
+ black_colour: Color::from_rgb(178, 34, 34),
+ white_colour: Color::from_rgb(250, 235, 215),
+ // Gap between stones and edged of square
+ stone_size: 0.8,
+ // Defaults
+ game_size: 5,
+ frame_pad: 5,
+ xorg: 0,
+ yorg: 0,
+ }
+ }
+
+ fn with_size(mut self, size: i32) -> BoardRenderer {
+ self.game_size = size;
+ return self;
+ }
+
+ fn with_org(mut self, button: &Button) -> BoardRenderer {
+ let x0 = button.x();
+ let y0 = button.y();
+ self.xorg = x0 + self.frame_pad;
+ self.yorg = y0 + self.frame_pad;
+ return self;
+ }
+
+ fn compute_square_size(&self, button: &Button) -> i32 {
+ let board_size = i32::min(button.width(), button.height()) - self.frame_pad * 2;
+ return board_size / self.game_size;
+ }
+
+ fn render_stone(
+ &self,
+ square_size: i32,
+ player: Player,
+ stone: Stone,
+ row: i32,
+ col: i32,
+ shift: i32,
+ ) {
+ set_draw_color(match player {
+ Player::Black => self.black_colour,
+ Player::White => self.white_colour,
+ });
+
+ // Gap scales with square size
+ let stone_gap = (square_size as f32 * (1.00 - self.stone_size)).round() as i32;
+ let d = square_size - stone_gap * 2;
+ let shift = (shift * d) / 8;
+ let x1 = self.xorg + col * square_size + stone_gap + shift;
+ let y1 = self.yorg + row * square_size + stone_gap - shift;
+
+ // Outline with thickness varying by stone size
+ let setup_border_pen = || {
+ set_line_style(LineStyle::Solid, i32::max(1, d / 24));
+ set_draw_color(Color::Black);
+ };
+
+ match stone {
+ Stone::Capstone => {
+ draw_pie(x1, y1, d, d, 0.0, 360.0);
+ setup_border_pen();
+ let r = (d as f64) / 2.0;
+ draw_circle(r + x1 as f64, r + y1 as f64, r);
+ }
+ Stone::Flat => {
+ draw_rectf(x1, y1, d, d);
+ setup_border_pen();
+ draw_rect_with_color(x1, y1, d, d, Color::Black);
+ }
+ Stone::Standing => {
+ // These look bad shifted so we shift it back if was
+ let df = d as f64;
+ // and we have to fudge it a little? Some rounding things presumably
+ let ds = if shift > 0 { df / 8.0 - 0.5 } else { 0.0 };
+ let x1 = x1 as f64 - ds;
+ let y1 = y1 as f64 + ds;
+
+ let verts = [
+ (x1 + df * 0.3, y1 + df * 0.075),
+ (x1 + df * 0.925, y1 + df * 0.7),
+ (x1 + df * 0.7, y1 + df * 0.925),
+ (x1 + df * 0.075, y1 + df * 0.3),
+ ];
+
+ begin_polygon();
+ for (x, y) in verts.iter() {
+ vertex(*x, *y)
+ }
+ end_polygon();
+
+ setup_border_pen();
+ begin_loop();
+ for (x, y) in verts.iter() {
+ vertex(*x, *y);
+ }
+ end_loop();
+ }
+ }
+ set_line_style(LineStyle::Solid, 1);
+ }
+
+ fn render_icons(&self, square_size: i32, player: Player, row: i32, col: i32, shift: i32) {
+ let stone_gap = square_size as f32 * (1.00 - self.stone_size);
+ let icon_gap = (stone_gap * 0.15).round() as i32;
+ let icon_width = (stone_gap * 0.7).round() as i32;
+ let icon_height = icon_width / 2;
+
+ let x1 = self.xorg + col * square_size + icon_gap;
+ let y1 = self.yorg + (row + 1) * square_size - icon_gap;
+
+ set_line_style(LineStyle::Solid, i32::max(1, icon_width / 8));
+ set_draw_color(Color::Black);
+
+ set_draw_color(match player {
+ Player::Black => self.black_colour,
+ Player::White => self.white_colour,
+ });
+ let y2 = y1 - icon_height * (1 + shift as i32);
+ draw_rectf(x1, y2, icon_width, icon_height);
+ draw_rect_with_color(x1, y2, icon_width, icon_height, Color::Black);
+
+ set_line_style(LineStyle::Solid, 1);
+ }
+
+ fn render_stack(&self, square_size: i32, row: i32, col: i32, stack: &Stack) {
+ // Is there a better way than usize::min((...), i32::MAX as usize) as i32 ?
+ let cutoff = stack.len() as i32 - self.game_size;
+
+ for (shift, piece) in stack.iter().enumerate() {
+ let shift = shift as i32; // TODO: please don't overflow
+ if shift < cutoff {
+ self.render_icons(square_size, piece.player, row, col, shift);
+ } else {
+ self.render_stone(
+ square_size,
+ piece.player,
+ piece.stone,
+ row,
+ col,
+ shift - i32::max(0, cutoff),
+ );
+ }
+ }
+ }
+
+ fn render_board(&self, square_size: i32, board: &Vec<Stack>) {
+ let mut x = 0;
+ let mut y = 0;
+ for stack in board.iter() {
+ self.render_stack(square_size, x, y, stack);
+ x += 1;
+ if x + 1 >= self.game_size {
+ x = 0;
+ y += 1;
+ if y + 1 >= self.game_size {
+ panic!("Game size mismatch between renderer and internal state.");
+ }
+ }
+ }
+ }
+
+ fn render_background(&self, square_size: i32) {
+ for x in 0..self.game_size {
+ for y in 0..self.game_size {
+ if (x + y) % 2 == 0 {
+ set_draw_color(self.even_square_colour);
+ } else {
+ set_draw_color(self.odd_square_colour);
+ }
+ draw_rectf(
+ self.xorg + x * square_size,
+ self.yorg + y * square_size,
+ square_size,
+ square_size,
+ );
+ }
+ }
+ }
+}
+
+pub struct BoardWidget {
+ button: Button,
+ renderer: Rc<BoardRenderer>,
+}
+
+impl BoardWidget {
+ pub fn new(button: Button, size: i32) -> BoardWidget {
+ let renderer = Rc::new(BoardRenderer::default().with_size(size).with_org(&button));
+ let mut g = BoardWidget { button, renderer };
+ g.button.draw2(g.generate_draw(&Vec::new()));
+ return g;
+ }
+
+ pub fn to_square(&self, x: i32, y: i32) -> (i32, i32) {
+ let square_size = self.renderer.compute_square_size(&self.button);
+
+ let x = x - self.renderer.xorg;
+ let y = y - self.renderer.yorg;
+
+ (x / square_size, y / square_size)
+ }
+
+ pub fn generate_draw(&self, board: &Vec<Stack>) -> impl FnMut(&mut Button) {
+ let renderer = self.renderer.clone();
+ let board = board.clone();
+
+ move |button: &mut Button| {
+ let square_size = renderer.compute_square_size(&button);
+ renderer.render_background(square_size);
+ renderer.render_board(square_size, &board);
+
+ // // Test code for now
+ // renderer.render_stack(square_size, 1, 4, &stack);
+ // renderer.render_stone(square_size, Player::Black, Stone::Capstone, 1, 2, 0);
+ // renderer.render_stone(square_size, Player::Black, Stone::Standing, 2, 2, 0);
+ }
+ }
+}