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Artifact d4577900b4db97c105407b41999f1cf6315ac5f4


     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  	private void delegate(char c) fn;
    17  	void set_fn(F)(F f) { this.fn = f; }
    18  
    19  	void run(bool automate = false)
    20  	{
    21  		if(automate) {
    22  			Timer t = new Timer;
    23  			t.interval = 50;
    24  			t.tick ~= (Timer sender, EventArgs ea){
    25  				fn(solver.single_step());
    26  			};
    27  			t.start();
    28  			this.closing ~= (Form f,CancelEventArgs c){t.stop();};
    29  		} else {
    30  			setup_keyhandling();
    31  		}
    32  		Application.run(this);
    33  	}
    34  
    35  	override void on_game_changed(char c, in Game g, bool finished)
    36  	{
    37  		draw(g);
    38  	}
    39  
    40  private:
    41  	int cell;
    42  
    43  	void setup_size(int W, int H)
    44  	{
    45  		this.formBorderStyle = FormBorderStyle.FIXED_DIALOG;
    46  		this.maximizeBox = false;
    47  		this.minimizeBox = false;
    48  		this.cell = min(1024/W, 640/H);
    49  		this.clientSize = Size(W*cell, H*cell);
    50  	}
    51  
    52  	Font         font;
    53  	Color[char]  colors;
    54  	string[char] render;
    55  	Graphics     graphicContext;
    56  
    57  	void setup_resources(in Game g)
    58  	{
    59  		this.graphicContext = new MemoryGraphics(this.clientSize.width, this.clientSize.height);
    60  		this.setStyle(ControlStyles.OPAQUE, true);
    61  		this.font = new Font("MS Gothic", cell-2, GraphicsUnit.PIXEL);
    62  		this.backColor = Color(255,255,255);
    63  		this.colors['#'] =
    64  		this.colors['.'] = Color(255,191,127);
    65  		this.colors['*'] = Color(255,127,127);
    66  		this.colors['R'] = Color(128,128,0);
    67  		this.colors['d'] = Color(255,0,0);
    68  		this.colors['\\'] =
    69  		this.colors['L'] =
    70  		this.colors['O'] = Color(127,255,127);
    71  		this.colors['w'] = Color(204,229,255);
    72  		this.colors['W'] =
    73  		this.colors['!'] = Color(159,159,159);
    74  		foreach(char c; 'A'..'J') this.colors[c] = Color(142,142,255);
    75  		foreach(char c; '1'..':') this.colors[c] = Color(255,142,255);
    76  		this.render['#'] = "■";
    77  		this.render['*'] = "✹";
    78  		this.render['.'] = "♒";
    79  		this.render['\\'] = "λ";
    80  		this.render['R'] = "☃";
    81  		this.render['d'] = "☠";
    82  		this.render['L'] = "☒";
    83  		this.render['O'] = "☐";
    84  		this.render['W'] = "ꔣ";
    85  		this.render['!'] = "✄";
    86  		foreach(c,tp; g.map.tr_target) {
    87  			char d = g.map[tp];
    88  			this.render[c] = [cast(dchar)('☢'+d-'1')].to!string();
    89  		}
    90  		foreach(char c; '1'..':') this.render[c] = [cast(dchar)('☢'+c-'1')].to!string();
    91  		this.paint ~= (Control c, PaintEventArgs ev) {
    92  			graphicContext.copyTo(ev.graphics, Rect(0,0,this.clientSize.width,this.clientSize.height));
    93  		};
    94  	}
    95  
    96  	void draw(in Game g)
    97  	{
    98  		int scrW = this.clientSize.width;
    99  		int scrH = this.clientSize.height;
   100  
   101  		// Fill bg.
   102  		graphicContext.fillRectangle(this.backColor, Rect(0,0,scrW,scrH));
   103  
   104  		// Fill water.
   105  		int w = g.water_level();
   106  		graphicContext.fillRectangle(this.colors['w'], Rect(0, scrH-cell*w-1, scrW, cell*w+1));
   107  
   108  		// Paint map.
   109  		for(int y=1; y<=g.map.H; ++y)
   110  		for(int x=1; x<=g.map.W; ++x) {
   111  			Rect r = Rect(cell*(x-1), scrH-cell*y, cell, cell);
   112  			char c = g.map[y,x];
   113  			if( c != ' ' ) {
   114  				if( c == 'R' && g.dead )
   115  					c = 'd';
   116  				graphicContext.drawText(this.render[c], font, this.colors[c], r);
   117  			}
   118  		}
   119  
   120  		// Update textual info.
   121  		this.text = .text(
   122  			"Score: ", g.score,
   123  			" Air: ", g.hp,
   124  			" Tide: ", g.water_until_rise,
   125  			" Wadler: ", g.hige_until_rise,
   126  			" Razor: ", g.map.razor);
   127  		invalidate();
   128  	}
   129  
   130  private:
   131  	void setup_keyhandling()
   132  	{
   133  		noMessageFilter();
   134  		this.keyDown ~= &my_keydown;
   135  	}
   136  
   137  	void do_manual_command(char c)
   138  	{
   139  		solver.force(c);
   140  		fn(c);
   141  	}
   142  
   143  	void my_keydown(Control c, KeyEventArgs ev)
   144  	{
   145  		switch(ev.keyCode)
   146  		{
   147  		case Keys.DOWN:  do_manual_command('D'); break;
   148  		case Keys.UP:    do_manual_command('U'); break;
   149  		case Keys.LEFT:  do_manual_command('L'); break;
   150  		case Keys.RIGHT: do_manual_command('R'); break;
   151  		case Keys.W:     do_manual_command('W'); break;
   152  		case Keys.S:     do_manual_command('S'); break;
   153  		case Keys.A:     do_manual_command('A'); break;
   154  		case Keys.G:     fn(solver.single_step()); break;
   155  		default:         break;
   156  		}
   157  	}
   158  
   159  	Solver solver;
   160  }