1 import dfl.all;
2 import util;
3 import game;
4 import driver;
5
6 class GUI(Solver) : Form, GameObserver
7 {
8 this(in Game g)
9 {
10 this.solver = new Solver(g);
11 setup_size(g.map.W, g.map.H);
12 setup_resources(g);
13 draw(g);
14 }
15
16 void run(void delegate(char c) command, bool automate = true)
17 {
18 if(automate) {
19 Timer t = new Timer;
20 t.interval = 50;
21 t.tick ~= (Timer s, EventArgs e){command(solver.single_step());};
22 t.start();
23 this.closing ~= (Form f,CancelEventArgs c){t.stop();};
24 } else {
25 setup_keyhandling(command);
26 }
27 Application.run(this);
28 }
29
30 override void on_game_changed(char c, in Game g, bool finished)
31 {
32 draw(g);
33 }
34
35 private:
36 void setup_size(int W, int H)
37 {
38 this.formBorderStyle = FormBorderStyle.FIXED_DIALOG;
39 this.maximizeBox = false;
40 this.minimizeBox = false;
41 this.cell = min(1024/W, 640/H);
42 this.clientSize = Size(W*cell, H*cell);
43 }
44
45 int cell;
46 Font font;
47 Color[char] colors;
48 string[char] render;
49 Graphics graphicContext;
50
51 void setup_resources(in Game g)
52 {
53 this.graphicContext = new MemoryGraphics(this.clientSize.width, this.clientSize.height);
54 this.setStyle(ControlStyles.OPAQUE, true);
55 this.font = new Font("MS Gothic", cell-2, GraphicsUnit.PIXEL);
56 this.backColor = Color(255,255,255);
57 this.colors['#'] =
58 this.colors['.'] = Color(255,191,127);
59 this.colors['*'] =
60 this.colors['@'] = Color(255,127,127);
61 this.colors['R'] = Color(128,128,0);
62 this.colors['r'] = Color(100,128,255);
63 this.colors['d'] = Color(255,0,0);
64 this.colors['\\'] =
65 this.colors['L'] =
66 this.colors['O'] = Color(127,255,127);
67 this.colors['w'] = Color(204,229,255);
68 this.colors['W'] =
69 this.colors['!'] = Color(159,159,159);
70 foreach(char c; 'A'..'J') this.colors[c] = Color(142,142,255);
71 foreach(char c; '1'..':') this.colors[c] = Color(255,142,255);
72 this.render['#'] = "■";
73 this.render['*'] = "✹";
74 this.render['@'] = "❁";
75 this.render['.'] = "♒";
76 this.render['\\'] = "λ";
77 this.render['R'] = "☃";
78 this.render['r'] = "☃";
79 this.render['d'] = "☠";
80 this.render['L'] = "☒";
81 this.render['O'] = "☐";
82 this.render['W'] = "ꔣ";
83 this.render['!'] = "✄";
84 foreach(char c; g.tr.source_list)
85 this.render[c] = [cast(dchar)('☢'+g.tr.target_of(c)-'1')].to!string();
86 foreach(char c; g.tr.target_list)
87 this.render[c] = [cast(dchar)('☢'+c-'1')].to!string();
88 this.paint ~= (Control c, PaintEventArgs ev) {
89 graphicContext.copyTo(ev.graphics, Rect(0,0,this.clientSize.width,this.clientSize.height));
90 };
91 }
92
93 void draw(in Game g)
94 {
95 int scrW = this.clientSize.width;
96 int scrH = this.clientSize.height;
97
98 // Fill bg.
99 graphicContext.fillRectangle(this.backColor, Rect(0,0,scrW,scrH));
100
101 // Fill water.
102 int w = g.water_level();
103 graphicContext.fillRectangle(this.colors['w'], Rect(0, scrH-cell*w-1, scrW, cell*w+1));
104
105 // Paint map.
106 for(int y=1; y<=g.map.H; ++y)
107 for(int x=1; x<=g.map.W; ++x) {
108 Rect r = Rect(cell*(x-1), scrH-cell*y, cell, cell);
109 char c = g.map[y,x];
110 if( c != ' ' ) {
111 if( c == 'R' )
112 c = (g.dead ? 'd' : g.cleared ? 'r' : 'R');
113 graphicContext.drawText(this.render[c], font, this.colors[c], r);
114 }
115 }
116
117 // Update textual info.
118 this.text = .text(
119 "Score: ", g.score,
120 " Air: ", g.hp,
121 " Tide: ", g.water_until_rise,
122 " Wadler: ", g.hige_until_rise,
123 " Razor: ", g.map.razor);
124 invalidate();
125 }
126
127 private:
128 void setup_keyhandling(void delegate(char c) command)
129 {
130 noMessageFilter();
131 this.keyDown ~= (Control c, KeyEventArgs ev) {
132 void do_manual_command(char c)
133 {
134 solver.force(c);
135 command(c);
136 }
137 switch(ev.keyCode)
138 {
139 case Keys.DOWN: do_manual_command('D'); break;
140 case Keys.UP: do_manual_command('U'); break;
141 case Keys.LEFT: do_manual_command('L'); break;
142 case Keys.RIGHT: do_manual_command('R'); break;
143 case Keys.W: do_manual_command('W'); break;
144 case Keys.S: do_manual_command('S'); break;
145 case Keys.A: do_manual_command('A'); break;
146 case Keys.G: command(solver.single_step()); break;
147 default: break;
148 }
149 };
150 }
151
152 Solver solver;
153 }