Sudoku up through chapter 5
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15
piston-tutorials/sudoku/src/gameboard.rs
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15
piston-tutorials/sudoku/src/gameboard.rs
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//! Game board logic.
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const SIZE: usize = 9;
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pub struct Gameboard {
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pub cells: [[u8; SIZE]; SIZE],
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}
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impl Gameboard {
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pub fn new() -> Gameboard {
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Gameboard {
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cells: [[0; SIZE]; SIZE],
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}
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}
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}
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piston-tutorials/sudoku/src/gameboard_controller.rs
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piston-tutorials/sudoku/src/gameboard_controller.rs
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//! Gameboard controller
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use piston::GenericEvent;
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use crate::Gameboard;
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pub struct GameboardController {
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pub gameboard: Gameboard,
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pub selected_cell: Option<[usize; 2]>,
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cursor_pos: [f64; 2],
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}
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impl GameboardController {
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pub fn new(gameboard: Gameboard) -> GameboardController {
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GameboardController {
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gameboard: gameboard,
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selected_cell: None,
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cursor_pos: [0.0; 2],
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}
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}
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pub fn event<E: GenericEvent>(&mut self, pos: [f64; 2], size: f64, e: &E) {
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use piston::input::{Button, MouseButton};
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if let Some(pos) = e.mouse_cursor_args() {
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self.cursor_pos = pos;
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}
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if let Some(Button::Mouse(MouseButton::Left)) = e.press_args() {
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let x = self.cursor_pos[0] - pos[0];
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let y = self.cursor_pos[1] - pos[1];
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if x >= 0.0 && x < size && y >= 0.0 && y < size {
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let cell_x = (x / size * 9.0) as usize;
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let cell_y = (y / size * 9.0) as usize;
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self.selected_cell = Some([cell_x, cell_y]);
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}
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}
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}
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}
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107
piston-tutorials/sudoku/src/gameboard_view.rs
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piston-tutorials/sudoku/src/gameboard_view.rs
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//! Gameboard view.
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use graphics::types::Color;
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use graphics::{Context, Graphics};
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use crate::gameboard_controller::GameboardController;
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pub struct GameboardViewSettings {
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pub position: [f64; 2],
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pub size: f64,
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pub background_color: Color,
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pub border_color: Color,
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pub board_edge_color: Color,
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pub section_edge_color: Color,
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pub cell_edge_color: Color,
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pub board_edge_radius: f64,
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pub section_edge_radius: f64,
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pub cell_edge_radius: f64,
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pub selected_cell_background_color: Color,
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}
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impl GameboardViewSettings {
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pub fn new() -> GameboardViewSettings {
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GameboardViewSettings {
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position: [10.0; 2],
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size: 400.0,
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background_color: [0.8, 0.8, 1.0, 1.0],
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border_color: [0.0, 0.0, 0.2, 1.0],
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board_edge_color: [0.0, 0.0, 0.2, 1.0],
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section_edge_color: [0.0, 0.0, 0.2, 1.0],
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cell_edge_color: [0.0, 0.0, 0.2, 1.0],
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board_edge_radius: 3.0,
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section_edge_radius: 2.0,
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cell_edge_radius: 1.0,
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selected_cell_background_color: [0.9, 0.9, 1.0, 1.0],
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}
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}
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}
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pub struct GameboardView {
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pub settings: GameboardViewSettings,
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}
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impl GameboardView {
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pub fn new(settings: GameboardViewSettings) -> GameboardView {
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GameboardView { settings: settings }
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}
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pub fn draw<G: Graphics>(&self, controller: &GameboardController, c: &Context, g: &mut G) {
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use graphics::{Line, Rectangle};
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let ref settings = self.settings;
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let board_rect = [
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settings.position[0],
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settings.position[1],
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settings.size,
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settings.size,
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];
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Rectangle::new(settings.background_color).draw(board_rect, &c.draw_state, c.transform, g);
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if let Some(ind) = controller.selected_cell {
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let cell_size = settings.size / 9.0;
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let pos = [ind[0] as f64 * cell_size, ind[1] as f64 * cell_size];
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let cell_rect = [
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settings.position[0] + pos[0],
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settings.position[1] + pos[1],
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cell_size,
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cell_size,
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];
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Rectangle::new(settings.selected_cell_background_color).draw(
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cell_rect,
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&c.draw_state,
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c.transform,
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g,
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);
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}
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let cell_edge = Line::new(settings.cell_edge_color, settings.cell_edge_radius);
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let section_edge = Line::new(settings.section_edge_color, settings.section_edge_radius);
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for i in 0..9 {
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let x = settings.position[0] + i as f64 / 9.0 * settings.size;
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let y = settings.position[1] + i as f64 / 9.0 * settings.size;
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let x2 = settings.position[0] + settings.size;
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let y2 = settings.position[1] + settings.size;
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let vline = [x, settings.position[1], x, y2];
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let hline = [settings.position[0], y, x2, y];
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if (i % 3) == 0 {
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section_edge.draw(vline, &c.draw_state, c.transform, g);
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section_edge.draw(hline, &c.draw_state, c.transform, g);
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} else {
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cell_edge.draw(vline, &c.draw_state, c.transform, g);
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cell_edge.draw(hline, &c.draw_state, c.transform, g);
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}
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}
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Rectangle::new_border(settings.board_edge_color, settings.board_edge_radius).draw(
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board_rect,
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&c.draw_state,
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c.transform,
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g,
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);
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}
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}
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@ -1,4 +1,4 @@
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#![deny(missing_docs)]
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//////#![deny(missing_docs)]
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//! An Sudoko please.
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//! An Sudoko please.
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@ -9,6 +9,14 @@ use opengl_graphics::{GlGraphics, OpenGL};
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use piston::event_loop::{EventSettings, Events};
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use piston::event_loop::{EventSettings, Events};
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use piston::{EventLoop, RenderEvent, WindowSettings};
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use piston::{EventLoop, RenderEvent, WindowSettings};
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pub use crate::gameboard::Gameboard;
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pub use crate::gameboard_controller::GameboardController;
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pub use crate::gameboard_view::{GameboardView, GameboardViewSettings};
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mod gameboard;
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mod gameboard_controller;
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mod gameboard_view;
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fn main() {
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fn main() {
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let opengl = OpenGL::V3_2;
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let opengl = OpenGL::V3_2;
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let settings = WindowSettings::new("Sudoku", (640, 480))
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let settings = WindowSettings::new("Sudoku", (640, 480))
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let mut events = Events::new(EventSettings::new().lazy(true));
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let mut events = Events::new(EventSettings::new().lazy(true));
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let mut gl = GlGraphics::new(opengl);
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let mut gl = GlGraphics::new(opengl);
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let gameboard = Gameboard::new();
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let mut gameboard_controller = GameboardController::new(gameboard);
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let gameboard_view_settings = GameboardViewSettings::new();
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let gameboard_view = GameboardView::new(gameboard_view_settings);
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while let Some(e) = events.next(&mut window) {
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while let Some(e) = events.next(&mut window) {
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gameboard_controller.event(
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gameboard_view.settings.position,
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gameboard_view.settings.size,
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&e,
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);
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if let Some(args) = e.render_args() {
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if let Some(args) = e.render_args() {
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gl.draw(args.viewport(), |c, g| {
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gl.draw(args.viewport(), |c, g| {
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use graphics::clear;
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use graphics::clear;
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clear([1.0; 4], g);
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clear([1.0; 4], g);
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gameboard_view.draw(&gameboard_controller, &c, g);
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})
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})
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}
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}
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}
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}
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