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Artifact 91ff36ba7e14485374d4d67ceb5ba968eeef5795


import dfl.all;
import util;
import game;
import driver;

class GUI(Solver) : Form, GameObserver
{
	this(in Game g)
	{
		this.solver = new Solver(g);
		setup_size(g.map.W, g.map.H);
		setup_resources(g);
		draw(g);
	}

	void run(void delegate(char c) command, bool automate = true)
	{
		if(automate) {
			Timer t = new Timer;
			t.interval = 50;
			t.tick ~= (Timer s, EventArgs e){command(solver.single_step());};
			t.start();
			this.closing ~= (Form f,CancelEventArgs c){t.stop();};
		} else {
			setup_keyhandling(command);
		}
		this.startPosition = FormStartPosition.CENTER_SCREEN;
		Application.run(this);
	}

	override void on_game_changed(char c, in Game g, bool finished)
	{
		draw(g);
	}

private:
	void setup_size(int W, int H)
	{
		this.formBorderStyle = FormBorderStyle.FIXED_DIALOG;
		this.maximizeBox = false;
		this.minimizeBox = false;
		this.cell = min(1024/W, 640/H);
		this.clientSize = Size(W*cell, H*cell);
	}

	int          cell;
	Font         font;
	Color[char]  colors;
	string[char] render;
	Graphics     graphicContext;

	void setup_resources(in Game g)
	{
		this.graphicContext = new MemoryGraphics(this.clientSize.width, this.clientSize.height);
		this.setStyle(ControlStyles.OPAQUE, true);
		this.font = new Font("MS Gothic", cell-2, GraphicsUnit.PIXEL);
		this.backColor = Color(255,255,255);
		this.colors['#'] =
		this.colors['.'] = Color(255,191,127);
		this.colors['*'] =
		this.colors['@'] = Color(255,127,127);
		this.colors['R'] = Color(128,128,0);
		this.colors['r'] = Color(100,128,255);
		this.colors['d'] = Color(255,0,0);
		this.colors['\\'] =
		this.colors['L'] =
		this.colors['O'] = Color(127,255,127);
		this.colors['w'] = Color(204,229,255);
		this.colors['W'] =
		this.colors['!'] = Color(159,159,159);
		foreach(char c; 'A'..'J') this.colors[c] = Color(142,142,255);
		foreach(char c; '1'..':') this.colors[c] = Color(255,142,255);
		this.render['#'] = "■";
		this.render['*'] = "✹";
		this.render['@'] = "❁";
		this.render['.'] = "♒";
		this.render['\\'] = "λ";
		this.render['R'] = "☃";
		this.render['r'] = "☃";
		this.render['d'] = "☠";
		this.render['L'] = "☒";
		this.render['O'] = "☐";
		this.render['W'] = "ꔣ";
		this.render['!'] = "✄";
		foreach(char c; g.tr.source_list)
			this.render[c] = [cast(dchar)('☢'+g.tr.target_of(c)-'1')].to!string();
		foreach(char c; g.tr.target_list)
			this.render[c] = [cast(dchar)('☢'+c-'1')].to!string();
		this.paint ~= (Control c, PaintEventArgs ev) {
			graphicContext.copyTo(ev.graphics, Rect(0,0,this.clientSize.width,this.clientSize.height));
		};
	}

	void draw(in Game g)
	{
		int scrW = this.clientSize.width;
		int scrH = this.clientSize.height;

		// Fill bg.
		graphicContext.fillRectangle(this.backColor, Rect(0,0,scrW,scrH));

		// Fill water.
		int w = g.water_level();
		graphicContext.fillRectangle(this.colors['w'], Rect(0, scrH-cell*w-1, scrW, cell*w+1));

		// Paint map.
		for(int y=1; y<=g.map.H; ++y)
		for(int x=1; x<=g.map.W; ++x) {
			Rect r = Rect(cell*(x-1), scrH-cell*y, cell, cell);
			char c = g.map[y,x];
			if( c != ' ' ) {
				if( c == 'R' )
					c = (g.dead ? 'd' : g.cleared ? 'r' : 'R');
				graphicContext.drawText(this.render[c], font, this.colors[c], r);
			}
		}

		// Update textual info.
		this.text = .text(
			"Score: ", g.score,
			" Air: ", g.hp,
			" Tide: ", g.water_until_rise,
			" Wadler: ", g.hige_until_rise,
			" Razor: ", g.map.num_razor);
		invalidate();
	}

private:
	void setup_keyhandling(void delegate(char c) command)
	{
		noMessageFilter();
		this.keyDown ~= (Control c, KeyEventArgs ev) {
			void do_manual_command(char c)
			{
				solver.force(c);
				command(c);
			}
			switch(ev.keyCode)
			{
			case Keys.DOWN:  do_manual_command('D'); break;
			case Keys.UP:    do_manual_command('U'); break;
			case Keys.LEFT:  do_manual_command('L'); break;
			case Keys.RIGHT: do_manual_command('R'); break;
			case Keys.W:     do_manual_command('W'); break;
			case Keys.S:     do_manual_command('S'); break;
			case Keys.A:     do_manual_command('A'); break;
			case Keys.G:     command(solver.single_step()); break;
			default:         break;
			}
		};
	}

	Solver solver;
}