import dfl.all;
import util;
import game;
import driver;
class GUI(Solver) : Form, GameObserver
{
this(const(Game) g)
{
this.solver = new Solver(g);
setup_size(g.map.W, g.map.H);
setup_resources();
setup_keyhandling();
draw(g);
}
private void delegate(char c) fn;
void set_fn(F)(F f) { this.fn = f; }
void run(bool automate = false)
{
if(automate) {
Timer t = new Timer;
t.interval = 100;
t.tick ~= (Timer sender, EventArgs ea){
fn(solver.single_step());
};
t.start();
}
Application.run(this);
}
override void on_game_changed(char c, const(Game) g, bool finished)
{
draw(g);
}
private:
int cell;
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);
}
Font font;
Color[char] colors;
string[char] render;
Graphics graphicContext;
void setup_resources()
{
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['*'] = Color(255,127,127);
this.colors['R'] = Color(128,128,0);
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.render['#'] = "■";
this.render['*'] = "✹";
this.render['.'] = "♒";
this.render['\\'] = "λ";
this.render['R'] = "☃";
this.render['D'] = "☠";
this.render['L'] = "☒";
this.render['O'] = "☐";
this.paint ~= (Control c, PaintEventArgs ev) {
graphicContext.copyTo(ev.graphics, Rect(0,0,this.clientSize.width,this.clientSize.height));
};
}
void draw(const(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' && g.dead )
c = 'D';
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);
invalidate();
}
private:
void setup_keyhandling()
{
noMessageFilter();
this.keyDown ~= &my_keydown;
}
void my_keydown(Control c, KeyEventArgs ev)
{
switch(ev.keyCode)
{
case Keys.DOWN: fn('D'); break;
case Keys.UP: fn('U'); break;
case Keys.LEFT: fn('L'); break;
case Keys.RIGHT: fn('R'); break;
case Keys.W: fn('W'); break;
case Keys.A: fn('A'); break;
case Keys.G: fn(solver.single_step()); break;
default: break;
}
}
Solver solver;
}