added undo/redo feature

This commit is contained in:
2025-07-01 03:06:35 +08:00
parent f4168c449b
commit 1348d8369f
11 changed files with 831 additions and 520 deletions

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@@ -11,12 +11,17 @@ version.workspace = true
[dependencies]
gtk4.workspace = true
gdk4.workspace = true
rdraught.workspace = true
rdraught = {workspace = true, features = ["std"]}
librsvg.workspace = true
cairo-rs.workspace = true
gio.workspace = true
glib.workspace = true
# [[bin]]
# name = "dialog_test"
# path = "src/greeting_dialog.rs"
[lib]
name = "rdraught_ui"
crate-type = ["lib"]
bench = false
[[bin]]
name = "rdraught-ui"
path = "src/main.rs"

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@@ -0,0 +1,19 @@
use glib::ExitCode;
use rdraught::draughts::DraughtsGame;
use rdraught::{draughts::Piece, draughts::Player, position::Position};
use rdraught_ui::run;
use std::collections::HashMap;
fn main() -> ExitCode {
let mut pieces = HashMap::<Position, Piece>::new();
pieces.insert(Position::new(2, 4), Piece::CrownedRedPawn);
pieces.insert(Position::new(5, 5), Piece::CrownedWhitePawn);
let game = DraughtsGame::new(
|p| match pieces.get(&p) {
None => Piece::NoPiece,
Some(piece) => *piece,
},
Player::Red,
);
run(game)
}

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@@ -0,0 +1,12 @@
use gtk4::{AlertDialog, Window, prelude::IsA};
use rdraught::draughts::Player;
pub(crate) async fn create_dialog<W: IsA<Window>>(window: W, winner: Player) {
let msg = match winner {
Player::Red => String::from("Red player wins"),
Player::White => String::from("White player wins"),
};
let info_dialog = AlertDialog::builder().modal(true).message(msg).build();
info_dialog.show(Some(&window));
}

8
rdraught-ui/src/lib.rs Normal file
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@@ -0,0 +1,8 @@
mod geo2d;
mod final_dialog;
mod greeting_dialog;
mod rdraught_application;
mod types;
pub use rdraught_application::run;

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@@ -1,511 +1,15 @@
use gdk4::cairo::{Context as CairoContext, Matrix, Rectangle};
use gtk4::cairo::Error;
use gtk4::glib::{MainContext, Propagation};
use gtk4::{self as gtk, gdk::ffi::GDK_BUTTON_PRIMARY};
use gtk4::{Application, DrawingArea, prelude::*};
use rdraught::draughts::{DraughtsBoard, DraughtsGame, Move, Piece, Player};
use rdraught::position::Position;
use glib::ExitCode;
use rdraught;
use rdraught::draughts::DraughtsGame;
use rdraught_ui;
mod geo2d;
use core::f64::consts::PI;
use geo2d::Point;
use rsvg::SvgHandle;
use std::thread;
const SQUARE_SIZE: f64 = 1.0;
mod final_dialog;
mod greeting_dialog;
mod rdraught_application;
mod types;
use types::{SharedMutable, SharedMutableRef, new_shared_mut, new_shared_mut_ref};
const CROWN_RED: &[u8] = include_bytes!("crown_red.svg");
const CROWN_WHITE: &[u8] = include_bytes!("crown_white.svg");
fn transform_point(p: &Point, m: &Matrix) -> Point {
let (x, y) = m.transform_point(p.x(), p.y());
Point::new(x, y)
}
trait AugmentedRect {
fn from_points(tl: Point, br: Point) -> Rectangle;
fn center(&self) -> Point;
fn tl(&self) -> Point;
fn br(&self) -> Point;
fn contains(&self, p: &Point) -> bool;
}
impl AugmentedRect for Rectangle {
fn center(&self) -> Point {
Point::new(
self.x() + self.width() / 2.0,
self.y() + self.height() / 2.0,
)
}
fn tl(&self) -> Point {
Point::new(self.x(), self.y())
}
fn br(&self) -> Point {
Point::new(self.x() + self.width(), self.y() + self.height())
}
fn from_points(tl: Point, br: Point) -> Rectangle {
Rectangle::new(tl.x(), tl.y(), br.x() - tl.x(), br.y() - tl.y())
}
fn contains(&self, p: &Point) -> bool {
self.x() < p.x()
&& self.x() + self.width() > p.x()
&& self.y() < p.y()
&& self.y() + self.height() > p.y()
}
}
fn draw_piece(
cr: &CairoContext,
square: &Rectangle,
piece: Piece,
crown_red: &SvgHandle,
crown_white: &SvgHandle,
) -> Result<(), Error> {
if let Piece::NoPiece = piece {
Ok(())
} else {
cr.save()?;
let center = square.center();
let outer_radius = square.width() * 0.3;
let vertical_scale_factor = 0.8;
let matrix = {
let mut m1 = Matrix::identity();
m1.translate(0.0, -(center.y() - outer_radius));
let mut m2 = Matrix::identity();
m2.scale(1.0, vertical_scale_factor);
let mut m3 = Matrix::identity();
m3.translate(0.0, center.y() - outer_radius * vertical_scale_factor);
Matrix::multiply(&Matrix::multiply(&m1, &m2), &m3)
};
cr.set_matrix(Matrix::multiply(&matrix, &cr.matrix()));
cr.set_source_rgb(0.0, 0.0, 0.0);
let thickness = outer_radius * 0.3;
cr.arc(
center.x(),
center.y() + thickness / 2.0,
outer_radius,
0.0,
2.0 * PI,
);
cr.rectangle(
center.x() - outer_radius,
center.y() - thickness / 2.0,
outer_radius * 2.0,
thickness,
);
cr.arc(
center.x(),
center.y() - thickness / 2.0,
outer_radius,
0.0,
2.0 * PI,
);
cr.fill().unwrap();
let (color, crowned) = match piece {
Piece::NoPiece => return Ok(()),
Piece::SimpleRedPawn => ((1.0, 0.0, 0.0), false),
Piece::SimpleWhitePawn => ((1.0, 1.0, 1.0), false),
Piece::CrownedRedPawn => ((1.0, 0.0, 0.0), true),
Piece::CrownedWhitePawn => ((1.0, 1.0, 1.0), true),
};
let radius = square.width() * 0.275;
cr.set_source_rgb(color.0, color.1, color.2);
cr.arc(
center.x(),
center.y() - thickness / 2.0,
radius,
0.0,
2.0 * PI,
);
cr.fill()?;
cr.restore()?;
if crowned {
let renderer = match piece.player() {
Some(Player::Red) => rsvg::CairoRenderer::new(crown_red),
Some(Player::White) => rsvg::CairoRenderer::new(crown_white),
None => panic!("This should never happen"),
};
let m4 = {
let mut m1 = Matrix::identity();
m1.translate(-center.x(), -(center.y() - thickness / 1.0));
let mut m2 = Matrix::identity();
m2.scale(0.5, 0.5);
let mut m3 = Matrix::identity();
m3.translate(center.x(), center.y() - thickness / 1.0);
Matrix::multiply(&Matrix::multiply(&m1, &m2), &m3)
};
cr.set_matrix(Matrix::multiply(
&Matrix::multiply(&matrix, &m4),
&cr.matrix(),
));
renderer
.render_document(
cr,
&cairo::Rectangle::new(
square.tl().x(),
square.tl().y(),
square.width(),
square.height(),
),
)
.unwrap();
}
Ok(())
}
}
fn draw_score_bar(
cr: &CairoContext,
board: &Rectangle,
draughts_game: &DraughtsGame,
current_player: Player,
) {
fn modulate_score(relative_score: f64) -> f64 {
let x = relative_score;
f64::atan(8.0 * x - 4.0) / f64::atan(4.0) / 2.0 + 0.5
}
let score_bar = Rectangle::new(
board.tl().x() - board.width() / 10.0,
board.tl().y(),
board.width() / 16.0,
board.height(),
);
let score_percentage = modulate_score(draughts_game.relative_score(current_player) as f64);
let tl = score_bar.tl();
cr.save().unwrap();
match current_player {
Player::White => cr.set_source_rgb(1.0, 0.0, 0.0),
Player::Red => cr.set_source_rgb(1.0, 1.0, 1.0),
}
cr.rectangle(
score_bar.tl().x(),
score_bar.tl().y(),
score_bar.width(),
score_bar.height() * (1.0 - score_percentage),
);
cr.fill().unwrap();
match current_player {
Player::White => cr.set_source_rgb(1.0, 1.0, 1.0),
Player::Red => cr.set_source_rgb(1.0, 0.0, 0.0),
}
cr.rectangle(
tl.x(),
tl.y() + score_bar.height() * (1.0 - score_percentage),
score_bar.width(),
score_bar.height() * score_percentage,
);
cr.fill().unwrap();
cr.restore().unwrap();
}
fn create_game_window(application: &Application, current_player: Player) {
// Create a new window.
let window = gtk::ApplicationWindow::builder()
.application(application)
.title("Rdraught")
.default_width(800)
.default_height(800)
.build();
// Create a DrawingArea widget where we will draw the chessboard.
let drawing_area = DrawingArea::new();
// Add the drawing area to the window.
window.set_child(Some(&drawing_area));
let draughts_game = new_shared_mut_ref(DraughtsGame::default());
let selected_piece: SharedMutable<Option<Position>> = new_shared_mut(None);
let available_moves = new_shared_mut_ref(Vec::<Move>::new());
// Get the allocation information for the widget.
let board_width = SQUARE_SIZE * DraughtsBoard::rows() as f64;
let board_height = SQUARE_SIZE * DraughtsBoard::columns() as f64;
let board = Rectangle::from_points(Point::new(0.0, 0.0), Point::new(board_width, board_height));
let board_with_bar = Rectangle::from_points(
Point::new(-board_width / 10.0, 0.0),
Point::new(board_width, board_height),
);
let board_clone = board;
let crown_red_handle = {
let stream = gio::MemoryInputStream::from_bytes(&glib::Bytes::from_static(CROWN_RED));
rsvg::Loader::new()
.read_stream(
&stream,
None::<&gio::File>, // no base file as this document has no references
None::<&gio::Cancellable>, // no cancellable
)
.unwrap()
};
let crown_white_handle = {
let stream = gio::MemoryInputStream::from_bytes(&glib::Bytes::from_static(CROWN_WHITE));
rsvg::Loader::new()
.read_stream(
&stream,
None::<&gio::File>, // no base file as this document has no references
None::<&gio::Cancellable>, // no cancellable
)
.unwrap()
};
let xform = new_shared_mut_ref(Matrix::identity());
// Set the "draw" function of the drawing area. This callback is called
// whenever GTK needs to redraw this widget (for example, on first display or when resized).
{
let draughts_game = draughts_game.clone();
let xform = xform.clone();
let selected_piece = selected_piece.clone();
let available_moves = available_moves.clone();
drawing_area.set_draw_func(move |_widget, cr, width, height| {
let screen = Rectangle::from_points(
Point::new(0.0, 0.0),
Point::new(width as f64, height as f64),
);
let f = f64::min(
screen.width() / board_with_bar.width(),
screen.height() / board_with_bar.height(),
);
let screen_center = screen.center();
let board_center = board_with_bar.center();
let mut xform = xform.borrow_mut();
*xform = Matrix::multiply(
&Matrix::multiply(
&Matrix::new(1.0, 0.0, 0.0, 1.0, -board_center.x(), -board_center.y()),
&Matrix::new(f, 0.0, 0.0, f, 0.0, 0.0),
),
&Matrix::new(1.0, 0.0, 0.0, 1.0, screen_center.x(), screen_center.y()),
);
cr.set_matrix(*xform);
// Loop over rows and columns to draw each chessboard cell.
for row in 0..DraughtsBoard::rows() {
for col in 0..DraughtsBoard::columns() {
let position = match current_player {
Player::White => Position::new((8 - row - 1) as u8, col as u8),
Player::Red => Position::new(row as u8, col as u8),
};
let square = Rectangle::new(
col as f64 * SQUARE_SIZE,
row as f64 * SQUARE_SIZE,
SQUARE_SIZE,
SQUARE_SIZE,
);
cr.save().unwrap();
// Alternate colors based on the sum of row and column indices.
if (row + col) % 2 == 0 {
cr.set_source_rgb(0.8, 0.8, 0.6);
} else {
cr.set_source_rgb(0.4, 0.4, 0.2);
}
// Draw and fill the square.
cr.rectangle(
square.tl().x(),
square.tl().y(),
square.width(),
square.height(),
);
cr.fill().unwrap();
draw_piece(
cr,
&square,
draughts_game.borrow().piece_at(position),
&crown_red_handle,
&crown_white_handle,
)
.unwrap();
cr.restore().unwrap();
}
}
if let Some(selected_position) = selected_piece.get() {
let screen_position = match current_player {
Player::White => {
Position::new(8 - 1 - selected_position.row(), selected_position.col())
}
Player::Red => selected_position,
};
let square = Rectangle::new(
screen_position.col() as f64 * SQUARE_SIZE,
screen_position.row() as f64 * SQUARE_SIZE,
SQUARE_SIZE,
SQUARE_SIZE,
);
cr.save().unwrap();
cr.new_path();
cr.move_to(square.tl().x(), square.tl().y());
cr.line_to(square.tl().x(), square.br().y());
cr.line_to(square.br().x(), square.br().y());
cr.line_to(square.br().x(), square.tl().y());
cr.line_to(square.tl().x(), square.tl().y());
cr.clip();
cr.new_path();
cr.set_source_rgb(0.0, 0.0, 1.0);
cr.set_line_width((square.width() + square.height()) * 0.05);
cr.move_to(square.tl().x(), square.tl().y());
cr.line_to(square.tl().x(), square.br().y());
cr.line_to(square.br().x(), square.br().y());
cr.line_to(square.br().x(), square.tl().y());
cr.line_to(square.tl().x(), square.tl().y());
cr.stroke().unwrap();
cr.restore().unwrap();
}
let am = available_moves.borrow();
if !am.is_empty() {
for mv in am.iter() {
let end_pos = mv.get_end_position();
let screen_position = match current_player {
Player::White => Position::new(8 - 1 - end_pos.row(), end_pos.col()),
Player::Red => end_pos,
};
let square = Rectangle::new(
screen_position.col() as f64 * SQUARE_SIZE,
screen_position.row() as f64 * SQUARE_SIZE,
SQUARE_SIZE,
SQUARE_SIZE,
);
cr.save().unwrap();
cr.new_path();
cr.move_to(square.tl().x(), square.tl().y());
cr.line_to(square.tl().x(), square.br().y());
cr.line_to(square.br().x(), square.br().y());
cr.line_to(square.br().x(), square.tl().y());
cr.line_to(square.tl().x(), square.tl().y());
cr.clip();
cr.new_path();
cr.set_source_rgb(0.0, 1.0, 0.0);
cr.set_line_width((square.width() + square.height()) * 0.05);
cr.move_to(square.tl().x(), square.tl().y());
cr.line_to(square.tl().x(), square.br().y());
cr.line_to(square.br().x(), square.br().y());
cr.line_to(square.br().x(), square.tl().y());
cr.line_to(square.tl().x(), square.tl().y());
cr.stroke().unwrap();
cr.restore().unwrap();
}
}
draw_score_bar(cr, &board, &draughts_game.borrow(), current_player);
});
}
let gesture = gtk::GestureClick::new();
// Set the gestures button to the right mouse button (=3)
gesture.set_button(GDK_BUTTON_PRIMARY as u32);
// Assign your handler to an event of the gesture (e.g. the `pressed` event)
{
let drawing_area = drawing_area.clone();
let available_moves = available_moves.clone();
let window = window.clone();
gesture.connect_pressed(move |gesture, _, x, y| {
gesture.set_state(gtk::EventSequenceState::Claimed);
if let Some(winner) = draughts_game.borrow().winner() {
MainContext::default()
.spawn_local(final_dialog::create_dialog(window.clone(), winner));
} else {
let xform = xform.borrow();
let inverse = {
let mut m = *xform;
m.invert();
m
};
let p = transform_point(&Point::new(x, y), &inverse);
if board_clone.contains(&p) {
let p = &p - &board_clone.tl();
// println!("Point: {:?}", p);
let position = match current_player {
Player::White => Position::new(
(8.0 - (p.y() / SQUARE_SIZE)) as u8,
(p.x() / SQUARE_SIZE) as u8,
),
Player::Red => {
Position::new((p.y() / SQUARE_SIZE) as u8, (p.x() / SQUARE_SIZE) as u8)
}
};
// println!("Selected position: {:?}", position);
let mut draughts_game = draughts_game.borrow_mut();
let piece = draughts_game.piece_at(position);
// println!("Selected piece: {:?}", piece);
let mut am = available_moves.borrow_mut();
let mut move_applied = false;
if !am.is_empty() {
for mv in am.iter() {
if mv.get_end_position() == position {
draughts_game.apply_move(mv).unwrap();
let game_copy = draughts_game.clone();
// thread::spawn(move || {
// if let (Some(mv), analyzed_moves) = game_copy.get_best_move(10) {
// println!(
// "Next best move: {:?}, analyzed moves: {}",
// mv, analyzed_moves
// );
// }
// });
move_applied = true;
break;
}
}
if move_applied {
selected_piece.set(None);
am.clear();
}
}
if !move_applied {
match piece.player() {
Some(Player::Red) => selected_piece.set(Some(position)),
Some(Player::White) => selected_piece.set(Some(position)),
None => selected_piece.set(None),
}
am.clear();
if piece.player().is_none() {
selected_piece.set(None)
} else {
selected_piece.set(Some(position));
for mv in draughts_game.moves_for_piece(position) {
am.push(mv);
}
}
}
} else {
selected_piece.set(None);
}
drawing_area.queue_draw();
}
});
}
// Assign the gesture to the treeview
drawing_area.add_controller(gesture);
window.present();
}
fn on_activate(application: &Application) {
// Initialize GTK before using any GTK functions.
if gtk::init().is_err() {
panic!("Failed to initialize GTK.");
}
let current_player = new_shared_mut(Player::Red);
let dialog = greeting_dialog::create(application, current_player.clone());
let application = application.clone();
dialog.connect_close_request(move |w| {
application.remove_window(w);
create_game_window(&application, current_player.get());
Propagation::Proceed
});
}
fn main() {
// Create a new application with the builder pattern
let app = Application::builder()
.application_id("net.woggioni.rdraught")
.build();
app.connect_activate(on_activate);
// Run the application
app.run();
fn main() -> ExitCode {
let game = DraughtsGame::default();
rdraught_ui::run(game)
}

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@@ -0,0 +1,572 @@
use super::geo2d::Point;
use core::f64::consts::PI;
use gdk4::cairo::{Context as CairoContext, Matrix, Rectangle};
use glib::ExitCode;
use gtk4::glib::{MainContext, Propagation};
use gtk4::{self as gtk, gdk::ffi::GDK_BUTTON_PRIMARY};
use gtk4::{Application, DrawingArea, prelude::*};
use rdraught::draughts::{DraughtsBoard, DraughtsGame, Error, Move, Piece, Player};
use rdraught::position::Position;
use rsvg::SvgHandle;
use std::thread;
const SQUARE_SIZE: f64 = 1.0;
use super::final_dialog;
use super::greeting_dialog;
use super::types;
use types::{SharedMutable, SharedMutableRef, new_shared_mut, new_shared_mut_ref};
const CROWN_RED: &[u8] = include_bytes!("crown_red.svg");
const CROWN_WHITE: &[u8] = include_bytes!("crown_white.svg");
fn transform_point(p: &Point, m: &Matrix) -> Point {
let (x, y) = m.transform_point(p.x(), p.y());
Point::new(x, y)
}
trait AugmentedRect {
fn from_points(tl: Point, br: Point) -> Rectangle;
fn center(&self) -> Point;
fn tl(&self) -> Point;
fn br(&self) -> Point;
fn contains(&self, p: &Point) -> bool;
}
impl AugmentedRect for Rectangle {
fn center(&self) -> Point {
Point::new(
self.x() + self.width() / 2.0,
self.y() + self.height() / 2.0,
)
}
fn tl(&self) -> Point {
Point::new(self.x(), self.y())
}
fn br(&self) -> Point {
Point::new(self.x() + self.width(), self.y() + self.height())
}
fn from_points(tl: Point, br: Point) -> Rectangle {
Rectangle::new(tl.x(), tl.y(), br.x() - tl.x(), br.y() - tl.y())
}
fn contains(&self, p: &Point) -> bool {
self.x() < p.x()
&& self.x() + self.width() > p.x()
&& self.y() < p.y()
&& self.y() + self.height() > p.y()
}
}
fn draw_piece(
cr: &CairoContext,
square: &Rectangle,
piece: Piece,
crown_red: &SvgHandle,
crown_white: &SvgHandle,
) -> Result<(), cairo::Error> {
if let Piece::NoPiece = piece {
Ok(())
} else {
cr.save()?;
let center = square.center();
let outer_radius = square.width() * 0.3;
let vertical_scale_factor = 0.8;
let matrix = {
let mut m1 = Matrix::identity();
m1.translate(0.0, -(center.y() - outer_radius));
let mut m2 = Matrix::identity();
m2.scale(1.0, vertical_scale_factor);
let mut m3 = Matrix::identity();
m3.translate(0.0, center.y() - outer_radius * vertical_scale_factor);
Matrix::multiply(&Matrix::multiply(&m1, &m2), &m3)
};
cr.set_matrix(Matrix::multiply(&matrix, &cr.matrix()));
cr.set_source_rgb(0.0, 0.0, 0.0);
let thickness = outer_radius * 0.3;
cr.arc(
center.x(),
center.y() + thickness / 2.0,
outer_radius,
0.0,
2.0 * PI,
);
cr.rectangle(
center.x() - outer_radius,
center.y() - thickness / 2.0,
outer_radius * 2.0,
thickness,
);
cr.arc(
center.x(),
center.y() - thickness / 2.0,
outer_radius,
0.0,
2.0 * PI,
);
cr.fill().unwrap();
let (color, crowned) = match piece {
Piece::NoPiece => return Ok(()),
Piece::SimpleRedPawn => ((1.0, 0.0, 0.0), false),
Piece::SimpleWhitePawn => ((1.0, 1.0, 1.0), false),
Piece::CrownedRedPawn => ((1.0, 0.0, 0.0), true),
Piece::CrownedWhitePawn => ((1.0, 1.0, 1.0), true),
};
let radius = square.width() * 0.275;
cr.set_source_rgb(color.0, color.1, color.2);
cr.arc(
center.x(),
center.y() - thickness / 2.0,
radius,
0.0,
2.0 * PI,
);
cr.fill()?;
cr.restore()?;
if crowned {
let renderer = match piece.player() {
Some(Player::Red) => rsvg::CairoRenderer::new(crown_red),
Some(Player::White) => rsvg::CairoRenderer::new(crown_white),
None => panic!("This should never happen"),
};
let m4 = {
let mut m1 = Matrix::identity();
m1.translate(-center.x(), -(center.y() - thickness / 1.0));
let mut m2 = Matrix::identity();
m2.scale(0.5, 0.5);
let mut m3 = Matrix::identity();
m3.translate(center.x(), center.y() - thickness / 1.0);
Matrix::multiply(&Matrix::multiply(&m1, &m2), &m3)
};
cr.set_matrix(Matrix::multiply(
&Matrix::multiply(&matrix, &m4),
&cr.matrix(),
));
renderer
.render_document(
cr,
&cairo::Rectangle::new(
square.tl().x(),
square.tl().y(),
square.width(),
square.height(),
),
)
.unwrap();
}
Ok(())
}
}
fn draw_score_bar(
cr: &CairoContext,
board: &Rectangle,
draughts_game: &DraughtsGame,
current_player: Player,
) {
fn modulate_score(relative_score: f64) -> f64 {
let x = relative_score;
f64::atan(8.0 * x - 4.0) / f64::atan(4.0) / 2.0 + 0.5
}
let score_bar = Rectangle::new(
board.tl().x() - board.width() / 10.0,
board.tl().y(),
board.width() / 16.0,
board.height(),
);
let score_percentage = modulate_score(draughts_game.relative_score(current_player) as f64);
let tl = score_bar.tl();
cr.save().unwrap();
match current_player {
Player::White => cr.set_source_rgb(1.0, 0.0, 0.0),
Player::Red => cr.set_source_rgb(1.0, 1.0, 1.0),
}
cr.rectangle(
score_bar.tl().x(),
score_bar.tl().y(),
score_bar.width(),
score_bar.height() * (1.0 - score_percentage),
);
cr.fill().unwrap();
match current_player {
Player::White => cr.set_source_rgb(1.0, 1.0, 1.0),
Player::Red => cr.set_source_rgb(1.0, 0.0, 0.0),
}
cr.rectangle(
tl.x(),
tl.y() + score_bar.height() * (1.0 - score_percentage),
score_bar.width(),
score_bar.height() * score_percentage,
);
cr.fill().unwrap();
cr.restore().unwrap();
}
fn create_game_window(
rd: SharedMutableRef<RDraughtApplication>,
application: &Application,
current_player: Player,
) {
// Create a new window.
let window = gtk::ApplicationWindow::builder()
.application(application)
.title("Rdraught")
.default_width(800)
.default_height(800)
.build();
// Create a DrawingArea widget where we will draw the chessboard.
let drawing_area = DrawingArea::new();
// Add the drawing area to the window.
window.set_child(Some(&drawing_area));
let selected_piece: SharedMutable<Option<Position>> = new_shared_mut(None);
let available_moves = new_shared_mut_ref(Vec::<Move>::new());
// Get the allocation information for the widget.
let board_width = SQUARE_SIZE * DraughtsBoard::rows() as f64;
let board_height = SQUARE_SIZE * DraughtsBoard::columns() as f64;
let board = Rectangle::from_points(Point::new(0.0, 0.0), Point::new(board_width, board_height));
let board_with_bar = Rectangle::from_points(
Point::new(-board_width / 10.0, 0.0),
Point::new(board_width, board_height),
);
let board_clone = board;
let crown_red_handle = {
let stream = gio::MemoryInputStream::from_bytes(&glib::Bytes::from_static(CROWN_RED));
rsvg::Loader::new()
.read_stream(
&stream,
None::<&gio::File>, // no base file as this document has no references
None::<&gio::Cancellable>, // no cancellable
)
.unwrap()
};
let crown_white_handle = {
let stream = gio::MemoryInputStream::from_bytes(&glib::Bytes::from_static(CROWN_WHITE));
rsvg::Loader::new()
.read_stream(
&stream,
None::<&gio::File>, // no base file as this document has no references
None::<&gio::Cancellable>, // no cancellable
)
.unwrap()
};
let xform = new_shared_mut_ref(Matrix::identity());
// Set the "draw" function of the drawing area. This callback is called
// whenever GTK needs to redraw this widget (for example, on first display or when resized).
{
let rd = rd.clone();
let xform = xform.clone();
let selected_piece = selected_piece.clone();
let available_moves = available_moves.clone();
drawing_area.set_draw_func(move |_widget, cr, width, height| {
let screen = Rectangle::from_points(
Point::new(0.0, 0.0),
Point::new(width as f64, height as f64),
);
let f = f64::min(
screen.width() / board_with_bar.width(),
screen.height() / board_with_bar.height(),
);
let screen_center = screen.center();
let board_center = board_with_bar.center();
let mut xform = xform.borrow_mut();
*xform = Matrix::multiply(
&Matrix::multiply(
&Matrix::new(1.0, 0.0, 0.0, 1.0, -board_center.x(), -board_center.y()),
&Matrix::new(f, 0.0, 0.0, f, 0.0, 0.0),
),
&Matrix::new(1.0, 0.0, 0.0, 1.0, screen_center.x(), screen_center.y()),
);
cr.set_matrix(*xform);
// Loop over rows and columns to draw each chessboard cell.
for row in 0..DraughtsBoard::rows() {
for col in 0..DraughtsBoard::columns() {
let position = match current_player {
Player::Red => Position::new(row as u8, (8 - 1 - col) as u8),
Player::White => Position::new((8 - 1 - row) as u8, col as u8),
};
let square = Rectangle::new(
col as f64 * SQUARE_SIZE,
row as f64 * SQUARE_SIZE,
SQUARE_SIZE,
SQUARE_SIZE,
);
cr.save().unwrap();
// Alternate colors based on the sum of row and column indices.
if (row + col) % 2 == 0 {
cr.set_source_rgb(0.8, 0.8, 0.6);
} else {
cr.set_source_rgb(0.4, 0.4, 0.2);
}
// Draw and fill the square.
cr.rectangle(
square.tl().x(),
square.tl().y(),
square.width(),
square.height(),
);
cr.fill().unwrap();
draw_piece(
cr,
&square,
rd.borrow().game.piece_at(position),
&crown_red_handle,
&crown_white_handle,
)
.unwrap();
cr.restore().unwrap();
}
}
if let Some(selected_position) = selected_piece.get() {
let screen_position = match current_player {
Player::White => {
Position::new(8 - 1 - selected_position.row(), selected_position.col())
}
Player::Red => {
Position::new(selected_position.row(), 8 - 1 - selected_position.col())
}
};
let square = Rectangle::new(
screen_position.col() as f64 * SQUARE_SIZE,
screen_position.row() as f64 * SQUARE_SIZE,
SQUARE_SIZE,
SQUARE_SIZE,
);
cr.save().unwrap();
cr.new_path();
cr.move_to(square.tl().x(), square.tl().y());
cr.line_to(square.tl().x(), square.br().y());
cr.line_to(square.br().x(), square.br().y());
cr.line_to(square.br().x(), square.tl().y());
cr.line_to(square.tl().x(), square.tl().y());
cr.clip();
cr.new_path();
cr.set_source_rgb(0.0, 0.0, 1.0);
cr.set_line_width((square.width() + square.height()) * 0.05);
cr.move_to(square.tl().x(), square.tl().y());
cr.line_to(square.tl().x(), square.br().y());
cr.line_to(square.br().x(), square.br().y());
cr.line_to(square.br().x(), square.tl().y());
cr.line_to(square.tl().x(), square.tl().y());
cr.stroke().unwrap();
cr.restore().unwrap();
}
let am = available_moves.borrow();
if !am.is_empty() {
for mv in am.iter() {
let end_pos = mv.get_end_position();
let screen_position = match current_player {
Player::White => Position::new(8 - 1 - end_pos.row(), end_pos.col()),
Player::Red => Position::new(end_pos.row(), 8 - 1 - end_pos.col()),
};
let square = Rectangle::new(
screen_position.col() as f64 * SQUARE_SIZE,
screen_position.row() as f64 * SQUARE_SIZE,
SQUARE_SIZE,
SQUARE_SIZE,
);
cr.save().unwrap();
cr.new_path();
cr.move_to(square.tl().x(), square.tl().y());
cr.line_to(square.tl().x(), square.br().y());
cr.line_to(square.br().x(), square.br().y());
cr.line_to(square.br().x(), square.tl().y());
cr.line_to(square.tl().x(), square.tl().y());
cr.clip();
cr.new_path();
cr.set_source_rgb(0.0, 1.0, 0.0);
cr.set_line_width((square.width() + square.height()) * 0.05);
cr.move_to(square.tl().x(), square.tl().y());
cr.line_to(square.tl().x(), square.br().y());
cr.line_to(square.br().x(), square.br().y());
cr.line_to(square.br().x(), square.tl().y());
cr.line_to(square.tl().x(), square.tl().y());
cr.stroke().unwrap();
cr.restore().unwrap();
}
}
draw_score_bar(cr, &board, &rd.borrow().game, current_player);
});
}
let gesture = gtk::GestureClick::new();
// Set the gestures button to the right mouse button (=3)
gesture.set_button(GDK_BUTTON_PRIMARY as u32);
// Assign your handler to an event of the gesture (e.g. the `pressed` event)
{
let drawing_area = drawing_area.clone();
let available_moves = available_moves.clone();
let window = window.clone();
gesture.connect_pressed(move |gesture, _, x, y| {
gesture.set_state(gtk::EventSequenceState::Claimed);
if let Some(winner) = rd.borrow().game.winner() {
MainContext::default()
.spawn_local(final_dialog::create_dialog(window.clone(), winner));
} else {
let xform = xform.borrow();
let inverse = {
let mut m = *xform;
m.invert();
m
};
let p = transform_point(&Point::new(x, y), &inverse);
if board_clone.contains(&p) {
let p = &p - &board_clone.tl();
// println!("Point: {:?}", p);
let position = match current_player {
Player::White => Position::new(
(8.0 - (p.y() / SQUARE_SIZE)) as u8,
(p.x() / SQUARE_SIZE) as u8,
),
Player::Red => Position::new(
(p.y() / SQUARE_SIZE) as u8,
(8.0 - p.x() / SQUARE_SIZE) as u8,
),
};
// println!("Selected position: {:?}", position);
let piece = {
let draughts_game = &rd.borrow().game;
draughts_game.piece_at(position)
// println!("Selected piece: {:?}", piece);
};
let am = available_moves.replace(Vec::new());
let mut move_applied = false;
if !am.is_empty() {
for mv in am.into_iter() {
if mv.get_end_position() == position {
let mut rd_app = rd.borrow_mut();
println!("Applied move: {:?}", mv);
rd_app.apply_move(mv).unwrap();
let game_copy = rd_app.game.clone();
thread::spawn(move || {
if let (Some(mv), analyzed_moves) = game_copy.get_best_move(10)
{
println!(
"Next best move: {:?}, analyzed moves: {}",
mv, analyzed_moves
);
}
});
move_applied = true;
break;
}
}
if move_applied {
selected_piece.set(None);
}
}
if !move_applied {
match piece.player() {
Some(Player::Red) => selected_piece.set(Some(position)),
Some(Player::White) => selected_piece.set(Some(position)),
None => selected_piece.set(None),
}
if piece.player().is_none() {
selected_piece.set(None)
} else {
let mut am = available_moves.borrow_mut();
selected_piece.set(Some(position));
for mv in rd.borrow().game.moves_for_piece(position) {
am.push(mv);
}
}
}
} else {
selected_piece.set(None);
}
drawing_area.queue_draw();
}
});
}
// Assign the gesture to the treeview
drawing_area.add_controller(gesture);
window.present();
}
struct RDraughtApplication {
initial_state: DraughtsGame,
game: DraughtsGame,
moves: Vec<Move>,
cursor: usize,
}
fn on_activate(application: &Application, game: DraughtsGame) {
// Initialize GTK before using any GTK functions.
if gtk::init().is_err() {
panic!("Failed to initialize GTK.");
}
let current_player = new_shared_mut(Player::Red);
let dialog = greeting_dialog::create(application, current_player.clone());
let application = application.clone();
dialog.connect_close_request(move |w| {
application.remove_window(w);
let rd = new_shared_mut_ref(RDraughtApplication::new(game.clone()));
create_game_window(rd.clone(), &application, current_player.get());
Propagation::Proceed
});
}
impl RDraughtApplication {
fn new(game: DraughtsGame) -> RDraughtApplication {
RDraughtApplication {
initial_state: game.clone(),
game,
moves: Vec::<Move>::new(),
cursor: 0usize,
}
}
fn undo(&mut self) -> Result<(), Error> {
let mut new_state = self.initial_state.clone();
if self.cursor > 0 && !self.moves.is_empty() {
self.cursor -= 1;
for mv in &self.moves[0..self.cursor] {
new_state.apply_move(mv)?;
}
self.game = new_state;
Ok(())
} else {
Err(Error::InvalidMove)
}
}
fn redo(&mut self) -> Result<(), Error> {
let mut new_state = self.initial_state.clone();
if self.cursor < self.moves.len() {
for mv in &self.moves[0..self.cursor] {
new_state.apply_move(mv)?;
}
self.game = new_state;
self.cursor += 1;
Ok(())
} else {
Err(Error::InvalidMove)
}
}
fn apply_move(&mut self, mv: Move) -> Result<(), Error> {
self.game.apply_move(&mv)?;
self.moves.truncate(self.cursor);
self.moves.push(mv);
self.cursor += 1;
Ok(())
}
}
pub fn run(game: DraughtsGame) -> ExitCode {
// Create a new application with the builder pattern
let app = Application::builder()
.application_id("net.woggioni.rdraught")
.build();
app.connect_activate(move |it| on_activate(it, game.clone()));
app.run()
}