/*
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.
Takwrap 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 Takwrap. If not, see .
*/
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) {
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,
}
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) -> 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);
}
}
}