You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

211 lines
7.0 KiB

//! 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);
}