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5 | |
5 | |
6 | use base KGS::Listener::Game; |
6 | use base KGS::Listener::Game; |
7 | use base KGS::Game; |
7 | use base KGS::Game; |
8 | |
8 | |
9 | use base gtk::widget; |
9 | use base gtk::widget; |
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10 | |
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11 | use POSIX qw(ceil); |
10 | |
12 | |
11 | sub new { |
13 | sub new { |
12 | my $self = shift; |
14 | my $self = shift; |
13 | $self = $self->SUPER::new(@_); |
15 | $self = $self->SUPER::new(@_); |
14 | |
16 | |
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176 | for my $stone ($mark & (MARK_W | MARK_GRAY_W) ? @::white_img : @::black_img) { |
178 | for my $stone ($mark & (MARK_W | MARK_GRAY_W) ? @::white_img : @::black_img) { |
177 | my $base = new_pixbuf $size + $shadow, $size + $shadow, 1, 0x00000000; |
179 | my $base = new_pixbuf $size + $shadow, $size + $shadow, 1, 0x00000000; |
178 | |
180 | |
179 | # zeroeth the shadow |
181 | # zeroeth the shadow |
180 | if ($mark & (MARK_B | MARK_W)) { |
182 | if ($mark & (MARK_B | MARK_W)) { |
181 | $::black_img[0]->composite ( |
183 | $::shadow_img->composite ( |
182 | $base, $shadow, $shadow, $size, $size, $shadow-0.5, $shadow-0.5, |
184 | $base, $shadow, $shadow, $size, $size, $shadow - 0.5, $shadow - 0.5, |
183 | $size / $stone->get_width, $size / $stone->get_height, |
185 | $size / $stone->get_width, $size / $stone->get_height, |
184 | $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, 128 |
186 | $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, 192 |
185 | ); |
187 | ); |
186 | } |
188 | } |
187 | |
189 | |
188 | # first the big stones (handicap stones different for effect) |
190 | # first the big stones (handicap stones different for effect) |
189 | for ([MARK_B, $mark & MARK_MOVE ? 255 : 192], |
191 | for ([MARK_B, $mark & MARK_MOVE ? 255 : 192], |
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198 | $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, $alpha |
200 | $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, $alpha |
199 | ); |
201 | ); |
200 | } |
202 | } |
201 | } |
203 | } |
202 | |
204 | |
203 | # then the samll stones |
205 | # then the small stones |
204 | for ([MARK_SMALL_B, $::black_img[$rand % @::black_img]], |
206 | for ([MARK_SMALL_B, $::black_img[$rand % @::black_img]], |
205 | [MARK_SMALL_W, $::white_img[$rand % @::white_img]]) { |
207 | [MARK_SMALL_W, $::white_img[$rand % @::white_img]]) { |
206 | my ($mask, $img) = @$_; |
208 | my ($mask, $img) = @$_; |
207 | if ($mark & $mask) { |
209 | if ($mark & $mask) { |
208 | $img->composite ( |
210 | $img->composite ( |
209 | $base, ($size / 4) x2, (int ($size / 2 + 0.5)) x2, ($size / 4) x 2, |
211 | $base, (ceil ($size / 4)) x2, (ceil ($size / 2)) x2, (ceil ($size / 4)) x2, |
210 | $size / $img->get_width / 2, $size / $img->get_height / 2, |
212 | $size / $img->get_width / 2, $size / $img->get_height / 2, |
211 | $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, 192 |
213 | $::config->{speed} ? INTERP_NEAREST : INTERP_BILINEAR, 224 |
212 | ); |
214 | ); |
213 | } |
215 | } |
214 | } |
216 | } |
215 | |
217 | |
216 | # and lastly any markers |
218 | # and lastly any markers |
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285 | |
287 | |
286 | $self->{offsets} = [int (($w - $s) / 2), int (($h - $s) / 2), $s]; |
288 | $self->{offsets} = [int (($w - $s) / 2), int (($h - $s) / 2), $s]; |
287 | |
289 | |
288 | my $size = $self->{size}; |
290 | my $size = $self->{size}; |
289 | |
291 | |
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292 | # we leave enough space for the shadows.. I like smaller stones, and we |
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293 | # do no need to do the nifty recursive screen updates that goban2 does |
290 | my $border = int ($s / ($size + 3) * 0.5); |
294 | my $border = int ($s / ($size + 3) * 0.5); |
291 | my $s2 = $s - $border * 2; |
295 | my $s2 = $s - $border * 2; |
292 | my $edge = int ($s2 / ($size + 1) * 0.96) - ($::config->{randomize} ? 3 : 0); |
296 | my $edge = int ($s2 / ($size + 1) * 0.96) - ($::config->{randomize} ? 3 : 0); |
293 | my $ofs = int ($edge / 2); |
297 | my $ofs = int ($edge / 2); |
294 | |
298 | |