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use utf8; |
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|
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package board; |
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|
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# my try at a real widget, needs the realobjects branch from Glib-CVS |
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|
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use Glib; |
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|
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use KGS::Constants; |
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use KGS::Game::Board; |
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|
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use POSIX qw(ceil); |
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|
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register Glib::Type Gtk2::DrawingArea, __PACKAGE__, |
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signals => {}, |
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properties => {}; |
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|
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sub new { |
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my ($self, %arg) = @_; |
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$self = Glib::Object::new $self; |
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while (my ($k, $v) = each %arg) { |
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$self->{$k} = $v |
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} |
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$self; |
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} |
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|
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sub INSTANCE_INIT { |
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warn "instance_init @_\n"; |
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my $self = shift; |
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|
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$self->double_buffered (0); |
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|
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$self->signal_connect(configure_event => \&configure_event); |
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} |
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|
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sub size_allocate { |
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my ($self, $alloc) = @_; |
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|
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my ($w, $h) = ($alloc->width, $alloc->height); |
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|
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my $s = $self->{width} = $w; |
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warn "ALLOC($w,$h,$s)\n";#d# |
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|
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1; |
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} |
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|
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sub configure_event { |
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my ($self, $event) = @_; |
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warn "configure @_\n";#d# |
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|
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delete $self->{stack}; |
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|
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my $s = $self->{width} = $self->allocation->width; |
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$self->{backgroundpb} = $self->draw_board ($s); |
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|
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$self->{backgroundpm} = new Gtk2::Gdk::Pixmap $self->window, $self->{width}, $self->{width}, -1; |
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$self->{backgroundpm}->draw_pixbuf ($self->style->white_gc, |
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$self->{backgroundpb}, |
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0, 0, 0, 0, $self->{width}, $self->{width}, |
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"normal", 0, 0); |
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$self->window->set_back_pixmap ($self->{backgroundpm}, 0); |
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|
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$self->repaint_board (delete $self->{board}, 0); |
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$self->window->clear_area (0, 0, $self->{width}, $self->{width}); |
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|
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1; |
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} |
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|
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sub new_pixbuf { |
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my ($w, $h, $alpha, $fill) = @_; |
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|
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my $pixbuf = new Gtk2::Gdk::Pixbuf 'rgb', $alpha, 8, $w, $h; |
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$pixbuf->fill ($fill) if defined $fill; |
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|
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$pixbuf; |
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} |
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|
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sub scale_pixbuf { |
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my ($src, $w, $h, $mode, $alpha) = @_; |
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|
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my $dst = new_pixbuf $w, $h, $alpha; |
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|
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$src->scale( |
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$dst, 0, 0, $w, $h, 0, 0, |
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$w / $src->get_width, $h / $src->get_height, |
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$mode, |
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); |
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|
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$dst; |
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} |
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|
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# create a stack of stones |
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sub create_stack { |
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my ($self, $mark, $size, $rand) = @_; |
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|
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my $shadow = $size * 0.05; |
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|
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my $c = \$self->{stack}{$mark}; |
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unless ($$c) { |
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for my $stone ($mark & (MARK_W | MARK_GRAY_W) ? @::white_img : @::black_img) { |
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my $base = new_pixbuf $size + $shadow, $size + $shadow, 1, 0x00000000; |
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|
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# zeroeth the shadow |
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if ($mark & (MARK_B | MARK_W)) { |
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# the -0.5's are a mystery to me |
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$::shadow_img->composite ( |
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$base, $shadow, $shadow, $size, $size, $shadow - 0.5, $shadow - 0.5, |
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$size / $::shadow_img->get_width, $size / $::shadow_img->get_height, |
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$::config->{speed} ? 'tiles' : 'bilinear', 192 |
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); |
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} |
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|
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# first the big stones (handicap stones could be different) |
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for ([MARK_B, $mark & MARK_MOVE ? 255 : 255], |
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[MARK_W, $mark & MARK_MOVE ? 255 : 255], |
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[MARK_GRAY_B, 128], |
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[MARK_GRAY_W, 128]) { |
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my ($mask, $alpha) = @$_; |
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if ($mark & $mask) { |
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$stone->composite ( |
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$base, 0, 0, $size, $size, 0, 0, |
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$size / $stone->get_width, $size / $stone->get_height, |
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$::config->{speed} ? 'tiles' : 'bilinear', $alpha |
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); |
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} |
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} |
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|
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# then the small stones |
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for ([MARK_SMALL_B, $::black_img[$rand % @::black_img]], |
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[MARK_SMALL_W, $::white_img[$rand % @::white_img]]) { |
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my ($mask, $img) = @$_; |
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if ($mark & $mask) { |
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$img->composite ( |
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$base, (int ($size / 4)) x2, (ceil ($size / 2 + 1)) x2, ($size / 4) x2, |
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$size / $img->get_width / 2, $size / $img->get_height / 2, |
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$::config->{speed} ? 'tiles' : 'bilinear', 224 |
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); |
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} |
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} |
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|
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# and lastly any markers |
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my $dark_bg = ! ! ($mark & (MARK_B | MARK_GRAY_B)); |
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|
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for ([MARK_CIRCLE, $::circle_img[$dark_bg]], |
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[MARK_TRIANGLE, $::triangle_img[$dark_bg]], |
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[MARK_SQUARE, $::square_img[$dark_bg]]) { |
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my ($mask, $img) = @$_; |
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if ($mark & $mask) { |
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$img->composite ( |
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$base, 0, 0, $size, $size, 0, 0, |
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$size / $img->get_width, $size / $img->get_height, |
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$::config->{speed} ? 'tiles' : 'bilinear', 192 |
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); |
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} |
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} |
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|
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push @$$c, $base; |
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} |
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} |
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|
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$$c->[$rand % @$$c]; |
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} |
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|
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sub pixbuf_text { |
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my ($pixbuf, $colour, $x, $y, $height, $text) = @_; |
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|
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my @c = grep $_, |
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map $::font[$colour][$::fontmap{$_}], |
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split //, $text; |
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|
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if (@c) { |
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my $spacing = $height * 0.1; |
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my $s = $height / List::Util::max map $_->get_height, @c; |
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my $W = List::Util::sum map $_->get_width, @c; |
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|
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$x -= ($W * $s + $spacing * (@c - 1)) * 0.5; |
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$y -= $height * 0.5; |
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|
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for (@c) { |
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my $w = $_->get_width * $s; |
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# +2 == don't fight the rounding |
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$_->composite ($pixbuf, |
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$x, $y, $w+2, $height+2, $x, $y, $s, $s, |
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$::config->{speed} ? 'tiles' : 'bilinear', 255); |
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|
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$x += $w + $spacing; |
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} |
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} |
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} |
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|
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sub pixbuf_rect { |
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my ($pb, $colour, $x1, $y1, $x2, $y2, $alpha) = @_; |
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# we fake lines by... a horrible method :/ |
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my $colour_pb = new_pixbuf 1, 1, 0, $colour; |
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$colour_pb->composite ($pb, $x1, $y1, $x2 - $x1 + 1, $y2 - $y1 + 1, $x1, $y1, $x2 + 1, $y2 + 1, |
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'nearest', $alpha); |
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} |
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|
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sub set_board { |
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my ($self, $board) = @_; |
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|
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$self->repaint_board ($board, 1); |
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} |
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|
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# draw an empty board |
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sub draw_board { |
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my ($self, $s) = @_; |
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my $canvas = $self->{canvas}; |
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|
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my $size = $self->{size}; |
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|
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# we leave enough space for the shadows.. I like smaller stones, and we |
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# do no need to do the nifty recursive screen updates that goban2 does |
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my $border = int ($s / ($size + 3) * 0.5); |
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my $s2 = $s - $border * 2; |
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my $edge = $self->{edge} = int ($s2 / ($size + 1) * 0.96) - ($::config->{randomize} ? 3 : 0); |
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my $ofs = int ($edge / 2); |
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|
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my @k = map int ($s2 * $_ / ($size+1) + $border + 0.5), 0 .. $size; |
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|
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$self->{k} = \@k; |
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|
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my $pixbuf; |
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|
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my ($bw, $bh) = ($::board_img->get_width, $::board_img->get_height); |
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|
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if ($s < $bw && $s < $bh) { |
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$pixbuf = new_pixbuf $s, $s, 0; |
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$::board_img->copy_area (0, 0, $s, $s, $pixbuf, 0, 0); |
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} else { |
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$pixbuf = scale_pixbuf $::board_img, $s, $s, $::config->{speed} ? 'nearest' : 'bilinear', 0; |
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} |
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|
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my $linew = int ($s / 40 / $size); |
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|
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# ornamental border... we have time to waste :/ |
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pixbuf_rect $pixbuf, 0xffcc7700, 0, 0, $s-1, $linew, 255; |
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pixbuf_rect $pixbuf, 0xffcc7700, 0, 0, $linew, $s-1, 255; |
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pixbuf_rect $pixbuf, 0xffcc7700, $s-$linew-1, 0, $s-1, $s-1, 255; |
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pixbuf_rect $pixbuf, 0xffcc7700, 0, $s-$linew-1, $s-1, $s-1, 255; |
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|
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for my $i (1 .. $size) { |
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pixbuf_rect $pixbuf, 0x44111100, $k[$i] - $linew, $k[1] - $linew, $k[$i] + $linew, $k[$size] + $linew, 192; |
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pixbuf_rect $pixbuf, 0x44111100, $k[1] - $linew, $k[$i] - $linew, $k[$size] + $linew, $k[$i] + $linew, 192; |
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|
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# 38 max, but we allow a bit more |
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my $label = (qw(- A B C D E F G H J K L M N O P Q R S T U V W X Y Z |
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AA BB CC DD EE FF GG HH JJ KK LL MM NN OO PP QQ RR SS TT UU VV WW XX YY ZZ))[$i]; |
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|
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pixbuf_text $pixbuf, 0, $k[$i], $border, $ofs, $label; |
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pixbuf_text $pixbuf, 0, $k[$i], $s2 + $border, $ofs, $label; |
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pixbuf_text $pixbuf, 0, $border, $k[$i], $ofs, $size - $i + 1; |
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pixbuf_text $pixbuf, 0, $s2 + $border, $k[$i], $ofs, $size - $i + 1; |
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|
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$a++; |
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$a++ if $a eq "I"; # not correct, instead of AA AB, we should get HH JJ KK... |
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} |
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|
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# hoshi points |
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my $hoshi = sub { |
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my ($x, $y) = @_; |
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my $hs = int ($edge / 4) | 1; |
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$x = $k[$x] - $hs / 2; $y = $k[$y] - $hs / 2; |
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|
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# we use the shadow mask... not perfect, but I want to finish this |
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$::shadow_img->composite ($pixbuf, |
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$x, $y, $hs + 1, $hs + 1, $x, $y, |
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$hs / $::shadow_img->get_width, $hs / $::shadow_img->get_height, |
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$::config->{speed} ? 'tiles' : 'bilinear', 255); |
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}; |
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|
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my $h1 = $size < 10 ? 3 : 4; # corner / edge offset |
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$hoshi->($h1, $h1); |
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$hoshi->($size - $h1 + 1, $h1); |
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$hoshi->($h1, $size - $h1 + 1); |
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$hoshi->($size - $h1 + 1, $size - $h1 + 1); |
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|
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if ($size % 2) { # on odd boards, also the remaining 5 |
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my $h2 = ($size + 1) / 2; |
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if ($size > 10) { |
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$hoshi->($h1, $h2); |
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$hoshi->($size - $h1 + 1, $h2); |
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$hoshi->($h2, $size - $h1 + 1); |
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$hoshi->($h2, $h1); |
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} |
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# the tengen |
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$hoshi->($h2, $h2); |
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} |
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|
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$pixbuf; |
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} |
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|
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sub repaint_board { |
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my ($self, $board, $dopaint) = @_; |
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|
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my $old = $self->{board}; |
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my $size = $self->{size}; |
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my $edge = $self->{edge}; |
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my $ofs = int ($edge * 0.5); |
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my $k = $self->{k}; |
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|
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# repaint |
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for my $x (1 .. $size) { |
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for my $y (1 .. $size) { |
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my $mark = $board->{board}[$x-1][$y-1]; |
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my $old = $old->{board}[$x-1][$y-1]; |
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|
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if ($old != $mark) { |
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my $rand = ($x ^ $y ^ 0x5555); |
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|
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#if ($::config->{randomize}) { |
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# $dx += ($rand % 7) - 3; |
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# $dy += ($rand / 3 % 7) - 3; |
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#} |
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|
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my $shadow = $edge * 0.05; |
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my @area = ($k->[$x] - $ofs, $k->[$y] - $ofs, |
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$edge + $shadow, $edge + $shadow); |
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|
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my $pb = new_pixbuf @area[2,3]; |
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$self->{backgroundpb}->copy_area (@area, $pb, 0, 0); |
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|
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if ($mark) { |
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my $stack = $self->create_stack($mark, $edge, $rand); |
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|
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$stack->composite ($pb, 0, 0, @area[2,3], 0, 0, 1, 1, |
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'nearest', 255); |
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|
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# labels are handled here because they are quite rare |
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if ($mark & MARK_LABEL) { |
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my $white = $mark & (MARK_W | MARK_GRAY_W) ? 0 : 1; |
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|
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if ($white) { |
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pixbuf_text $pb, 0, |
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$ofs * 0.1, $ofs * 0.1, $ofs * 0.7, |
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$self->{board}{label}[$x-1][$y-1]; |
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} |
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pixbuf_text $pb, $white, |
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0, 0, $ofs * 0.7, |
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$self->{board}{label}[$x-1][$y-1]; |
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} |
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} |
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|
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# speed none, normal, max |
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$pb->render_to_drawable ($self->{backgroundpm}, $self->style->black_gc, |
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0, 0, @area, 'max', 0, 0); |
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# a single full clear_area is way faster than many single calls here |
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$self->window->clear_area (@area) if $dopaint; |
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} |
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} |
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} |
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|
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$self->{board} = $board; |
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#d# save |
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#Storable::nstore { board => $self->{board}, size => $self->{size}, path => $self->{path}}, "testboard.storable"; |
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} |
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|
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sub redraw { |
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my ($self, $area) = @_; |
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|
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if ($area && $self->{pixbuf}) { |
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my ($x, $y, $w, $h) = $area->values; |
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|
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$self->{canvas}->window->draw_pixbuf ($self->{canvas}->style->white_gc, $self->{pixbuf}, |
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$x, $y, $x, $y, $w, $h, |
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"normal", 0, 0); |
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$self->{canvas}->window->draw_rectangle ($self->{canvas}->style->black_gc, 0, |
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$x - 1, $y - 1, $w + 2, $h + 2) if $::DEBUG_EXPOSE; |
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} |
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} |
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|
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sub FINALIZE { |
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warn "FINALIZE(@_)\n";#d# |
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my ($self) = @_; |
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$self->{userpanel}[$_] && (delete $self->{userpanel}[$_])->destroy |
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for BLACK, WHITE; |
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$self->SUPER::destroy; |
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delete $appwin::gamelist->{game}{$self->{channel}}; |
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} |
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|
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1; |
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|