Remove piston tutorials

This commit is contained in:
Dan Buch 2025-02-23 11:44:13 -05:00
parent cf91122a57
commit 7fb96a8db7
Signed by: meatballhat
GPG Key ID: A12F782281063434
13 changed files with 0 additions and 4431 deletions

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[package]
name = "spinning-square"
version = "0.1.0"
authors = [
"Dan Buch <dan@meatballhat.com>",
"TyOverby <ty@pre-alpha.com>",
"Nikita Pekin <contact@nikitapek.in>"
]
[[bin]]
name = "spinning-square"
[dependencies]
piston = "0.53.0"
piston2d-graphics = "0.43.0"
pistoncore-glutin_window = "0.70.1"
piston2d-opengl_graphics = "0.82.0"

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extern crate glutin_window;
extern crate graphics;
extern crate opengl_graphics;
extern crate piston;
use glutin_window::GlutinWindow as Window;
use opengl_graphics::{GlGraphics, OpenGL};
use piston::event_loop::{EventSettings, Events};
use piston::input::{RenderArgs, RenderEvent, UpdateArgs, UpdateEvent};
use piston::window::WindowSettings;
pub struct App {
gl: GlGraphics,
rotation: f64,
}
impl App {
fn render(&mut self, args: &RenderArgs) {
use graphics::*;
const GREEN: [f32; 4] = [0.0, 1.0, 0.0, 1.0];
const RED: [f32; 4] = [1.0, 0.0, 0.0, 1.0];
let square = rectangle::square(0.0, 0.0, 50.0);
let rotation = self.rotation;
let (x, y) = (args.window_size[0] / 2.0, args.window_size[1] / 2.0);
self.gl.draw(args.viewport(), |c, gl| {
clear(GREEN, gl);
let transform = c
.transform
.trans(x, y)
.rot_rad(rotation)
.trans(-25.0, -25.0);
rectangle(RED, square, transform, gl);
})
}
fn update(&mut self, args: &UpdateArgs) {
self.rotation += 2.0 * args.dt;
}
}
fn main() {
let opengl = OpenGL::V3_2;
let mut window: Window = WindowSettings::new("spinning-square", [200, 200])
.graphics_api(opengl)
.exit_on_esc(true)
.build()
.unwrap();
let mut app = App {
gl: GlGraphics::new(opengl),
rotation: 0.0,
};
let mut events = Events::new(EventSettings::new());
while let Some(e) = events.next(&mut window) {
if let Some(args) = e.render_args() {
app.render(&args);
}
if let Some(args) = e.update_args() {
app.update(&args);
}
}
}

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[package]
name = "sudoku"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
piston = "0.53.2"
piston2d-graphics = "0.43.0"
piston2d-opengl_graphics = "0.82.0"
pistoncore-glutin_window = "0.70.1"

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Copyright (c) 2014, Mozilla Foundation https://mozilla.org/
with Reserved Font Name Fira Sans.
Copyright (c) 2014, Mozilla Foundation https://mozilla.org/
with Reserved Font Name Fira Mono.
Copyright (c) 2014, Telefonica S.A.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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//! Game board logic.
use std::fs::read_to_string;
const SIZE: usize = 9;
#[derive(Clone, Copy, Debug, Default, PartialEq)]
pub struct Cell {
pub value: u8,
pub loaded: bool,
pub invalid: bool,
}
#[derive(Debug, PartialEq)]
pub struct Gameboard {
pub cells: [[Cell; SIZE]; SIZE],
pub completed: bool,
}
impl Gameboard {
pub fn new() -> Gameboard {
Gameboard {
cells: [[Cell::default(); SIZE]; SIZE],
completed: false,
}
}
pub fn from_cells(cells: [[u8; SIZE]; SIZE]) -> Gameboard {
let mut ret = Gameboard::new();
for (i, row) in cells.iter().enumerate() {
for (j, &col) in row.iter().enumerate() {
ret.cells[i][j] = Cell {
value: col,
loaded: col != 0,
invalid: false,
};
}
}
ret
}
pub fn char(&self, ind: [usize; 2]) -> Option<char> {
Some(match self.cells[ind[1]][ind[0]].value {
1 => '1',
2 => '2',
3 => '3',
4 => '4',
5 => '5',
6 => '6',
7 => '7',
8 => '8',
9 => '9',
_ => return None,
})
}
pub fn set(&mut self, ind: [usize; 2], val: u8) {
if !self.cells[ind[1]][ind[0]].loaded {
self.validate(ind, val);
self.cells[ind[1]][ind[0]].value = val;
}
self.completed = self
.cells
.iter()
.flatten()
.all(|cell| !cell.invalid && cell.value != 0);
}
pub fn load_sdm(filename: &str) -> Self {
let data = read_to_string(filename).expect("failed to read SDM file");
let mut cells = [[Cell::default(); SIZE]; SIZE];
let mut row = 0;
let mut col = 0;
for c in data.chars() {
if col == SIZE {
col = 0;
row += 1;
}
if let Some(v) = c.to_digit(10) {
let value = v as u8;
cells[row][col] = Cell {
value,
loaded: value != 0,
invalid: false,
};
col += 1;
}
}
Self {
cells,
completed: false,
}
}
fn validate(&mut self, ind: [usize; 2], val: u8) {
let [b, a] = ind;
for i in 0..SIZE {
if i == a {
continue;
}
if self.cells[a][i].value == val {
self.cells[a][b].invalid = true;
return;
}
}
for i in 0..SIZE {
if i == b {
continue;
}
if self.cells[i][b].value == val {
self.cells[a][b].invalid = true;
return;
}
}
let (row, col) = (a / 3, b / 3);
for i in 3 * row..3 * row + 3 {
for j in 3 * col..3 * col + 3 {
if i == a && j == b {
continue;
}
if self.cells[i][j].value == val {
self.cells[a][b].invalid = true;
return;
}
}
}
self.cells[a][b].invalid = false;
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn load_sdm() {
let got = Gameboard::load_sdm("static/puzzle.sdm");
let want = Gameboard::from_cells([
[0, 1, 6, 4, 0, 0, 0, 0, 0],
[2, 0, 0, 0, 0, 9, 0, 0, 0],
[4, 0, 0, 0, 0, 0, 0, 6, 2],
[0, 7, 0, 2, 3, 0, 1, 0, 0],
[1, 0, 0, 0, 0, 0, 0, 0, 3],
[0, 0, 3, 0, 8, 7, 0, 4, 0],
[9, 6, 0, 0, 0, 0, 0, 0, 5],
[0, 0, 0, 8, 0, 0, 0, 0, 7],
[0, 0, 0, 0, 0, 6, 8, 2, 0],
]);
assert_eq!(got, want);
}
}

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//! Gameboard controller
use piston::GenericEvent;
use crate::Gameboard;
pub struct GameboardController {
pub gameboard: Gameboard,
pub selected_cell: Option<[usize; 2]>,
cursor_pos: [f64; 2],
}
impl GameboardController {
pub fn new(gameboard: Gameboard) -> GameboardController {
GameboardController {
gameboard: gameboard,
selected_cell: None,
cursor_pos: [0.0; 2],
}
}
pub fn event<E: GenericEvent>(&mut self, pos: [f64; 2], size: f64, e: &E) {
use piston::input::{Button, Key, MouseButton};
if let Some(pos) = e.mouse_cursor_args() {
self.cursor_pos = pos;
}
if let Some(Button::Mouse(MouseButton::Left)) = e.press_args() {
let x = self.cursor_pos[0] - pos[0];
let y = self.cursor_pos[1] - pos[1];
if x >= 0.0 && x < size && y >= 0.0 && y < size {
let cell_x = (x / size * 9.0) as usize;
let cell_y = (y / size * 9.0) as usize;
self.selected_cell = Some([cell_x, cell_y]);
}
}
if let Some(Button::Keyboard(key)) = e.press_args() {
if let Some(ind) = self.selected_cell {
match key {
Key::D1 => self.gameboard.set(ind, 1),
Key::D2 => self.gameboard.set(ind, 2),
Key::D3 => self.gameboard.set(ind, 3),
Key::D4 => self.gameboard.set(ind, 4),
Key::D5 => self.gameboard.set(ind, 5),
Key::D6 => self.gameboard.set(ind, 6),
Key::D7 => self.gameboard.set(ind, 7),
Key::D8 => self.gameboard.set(ind, 8),
Key::D9 => self.gameboard.set(ind, 9),
_ => {}
}
}
}
}
}

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//! Gameboard view.
use graphics::character::CharacterCache;
use graphics::types::Color;
use graphics::{Context, Graphics};
use crate::gameboard_controller::GameboardController;
pub struct GameboardViewSettings {
pub position: [f64; 2],
pub size: f64,
pub background_color: Color,
pub border_color: Color,
pub board_edge_color: Color,
pub section_edge_color: Color,
pub cell_edge_color: Color,
pub board_edge_radius: f64,
pub section_edge_radius: f64,
pub cell_edge_radius: f64,
pub selected_cell_background_color: Color,
pub text_color: Color,
pub loaded_cell_background_color: Color,
pub invalid_cell_background_color: Color,
pub invalid_selected_cell_background_color: Color,
pub completed_background_color: Color,
}
impl GameboardViewSettings {
pub fn new() -> GameboardViewSettings {
GameboardViewSettings {
position: [10.0; 2],
size: 400.0,
background_color: [0.8, 0.8, 1.0, 1.0],
border_color: [0.0, 0.0, 0.2, 1.0],
board_edge_color: [0.0, 0.0, 0.2, 1.0],
section_edge_color: [0.0, 0.0, 0.2, 1.0],
cell_edge_color: [0.0, 0.0, 0.2, 1.0],
board_edge_radius: 3.0,
section_edge_radius: 2.0,
cell_edge_radius: 1.0,
selected_cell_background_color: [0.9, 0.9, 1.0, 1.0],
text_color: [0.0, 0.0, 0.1, 1.0],
loaded_cell_background_color: [1.0, 1.0, 1.0, 1.0],
invalid_cell_background_color: [1.0, 0.0, 0.0, 1.0],
invalid_selected_cell_background_color: [1.0, 0.0, 0.5, 1.0],
completed_background_color: [0.0, 1.0, 0.0, 1.0],
}
}
}
pub struct GameboardView {
pub settings: GameboardViewSettings,
}
impl GameboardView {
pub fn new(settings: GameboardViewSettings) -> GameboardView {
GameboardView { settings: settings }
}
pub fn draw<G: Graphics, C>(
&self,
controller: &GameboardController,
glyphs: &mut C,
c: &Context,
g: &mut G,
) where
C: CharacterCache<Texture = G::Texture>,
{
use graphics::{Image, Line, Rectangle, Transformed};
let ref settings = self.settings;
let board_rect = [
settings.position[0],
settings.position[1],
settings.size,
settings.size,
];
if controller.gameboard.completed {
Rectangle::new(settings.completed_background_color).draw(
board_rect,
&c.draw_state,
c.transform,
g,
);
} else {
Rectangle::new(settings.background_color).draw(
board_rect,
&c.draw_state,
c.transform,
g,
);
for i in 0..9 {
for j in 0..9 {
if controller.gameboard.cells[i][j].loaded {
color_cell(
settings,
[j, i],
settings.loaded_cell_background_color,
c,
g,
);
} else if controller.gameboard.cells[i][j].invalid {
color_cell(
settings,
[j, i],
settings.invalid_cell_background_color,
c,
g,
);
}
}
}
if let Some(ind) = controller.selected_cell {
let cell = controller.gameboard.cells[ind[1]][ind[0]];
let color = if !cell.loaded {
if !cell.invalid {
settings.selected_cell_background_color
} else {
settings.invalid_selected_cell_background_color
}
} else {
settings.loaded_cell_background_color
};
color_cell(settings, ind, color, c, g);
}
}
let text_image = Image::new_color(settings.text_color);
let cell_size = settings.size / 9.0;
for j in 0..9 {
for i in 0..9 {
if let Some(ch) = controller.gameboard.char([i, j]) {
let pos = [
settings.position[0] + i as f64 * cell_size + 15.0,
settings.position[1] + j as f64 * cell_size + 34.0,
];
if let Ok(character) = glyphs.character(34, ch) {
let ch_x = pos[0] + character.left();
let ch_y = pos[1] - character.top();
let text_image = text_image.src_rect([
character.atlas_offset[0],
character.atlas_offset[1],
character.atlas_size[0],
character.atlas_size[1],
]);
text_image.draw(
character.texture,
&c.draw_state,
c.transform.trans(ch_x, ch_y),
g,
);
}
}
}
}
let cell_edge = Line::new(settings.cell_edge_color, settings.cell_edge_radius);
let section_edge = Line::new(settings.section_edge_color, settings.section_edge_radius);
for i in 0..9 {
let x = settings.position[0] + i as f64 / 9.0 * settings.size;
let y = settings.position[1] + i as f64 / 9.0 * settings.size;
let x2 = settings.position[0] + settings.size;
let y2 = settings.position[1] + settings.size;
let vline = [x, settings.position[1], x, y2];
let hline = [settings.position[0], y, x2, y];
if (i % 3) == 0 {
section_edge.draw(vline, &c.draw_state, c.transform, g);
section_edge.draw(hline, &c.draw_state, c.transform, g);
} else {
cell_edge.draw(vline, &c.draw_state, c.transform, g);
cell_edge.draw(hline, &c.draw_state, c.transform, g);
}
}
Rectangle::new_border(settings.board_edge_color, settings.board_edge_radius).draw(
board_rect,
&c.draw_state,
c.transform,
g,
);
}
}
fn color_cell<G: Graphics>(
settings: &GameboardViewSettings,
ind: [usize; 2],
color: [f32; 4],
c: &Context,
g: &mut G,
) {
use graphics::Rectangle;
let cell_size = settings.size / 9.0;
let pos = [ind[0] as f64 * cell_size, ind[1] as f64 * cell_size];
let cell_rect = [
settings.position[0] + pos[0],
settings.position[1] + pos[1],
cell_size,
cell_size,
];
Rectangle::new(color).draw(cell_rect, &c.draw_state, c.transform, g);
}

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//////#![deny(missing_docs)]
//! An Sudoko please.
extern crate glutin_window;
use glutin_window::GlutinWindow;
use opengl_graphics::{Filter, GlGraphics, GlyphCache, OpenGL, TextureSettings};
use piston::event_loop::{EventSettings, Events};
use piston::{EventLoop, RenderEvent, WindowSettings};
pub use crate::gameboard::Gameboard;
pub use crate::gameboard_controller::GameboardController;
pub use crate::gameboard_view::{GameboardView, GameboardViewSettings};
mod gameboard;
mod gameboard_controller;
mod gameboard_view;
fn main() {
let opengl = OpenGL::V3_2;
let settings = WindowSettings::new("Sudoku", (640, 480))
.exit_on_esc(true)
.graphics_api(opengl)
.vsync(true);
let mut window: GlutinWindow = settings.build().expect("could not create window");
let mut events = Events::new(EventSettings::new().lazy(true));
let mut gl = GlGraphics::new(opengl);
let args: Vec<_> = std::env::args().collect();
let infile = args.get(1).expect("usage: sudoku <sdm-file>");
let gameboard = Gameboard::load_sdm(infile);
let mut gameboard_controller = GameboardController::new(gameboard);
let gameboard_view_settings = GameboardViewSettings::new();
let gameboard_view = GameboardView::new(gameboard_view_settings);
let texture_settings = TextureSettings::new().filter(Filter::Nearest);
let ref mut glyphs = GlyphCache::new("assets/FiraSans-Regular.ttf", (), texture_settings)
.expect("Could not load font");
while let Some(e) = events.next(&mut window) {
gameboard_controller.event(
gameboard_view.settings.position,
gameboard_view.settings.size,
&e,
);
if let Some(args) = e.render_args() {
gl.draw(args.viewport(), |c, g| {
use graphics::clear;
clear([1.0; 4], g);
gameboard_view.draw(&gameboard_controller, glyphs, &c, g);
})
}
}
}

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