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