import dfl.all;
import util;
import game;
import output;
import driver;
//import solver;
pragma(lib, "dfl.lib");
class GUI : Form, GameObserver
{
bool on_game_changed(char c, const(Game) g, bool finished) {
draw(gr, g);
invalidate();
return false;
}
private {
int cell;
int turn = 0;
Font font;
Color[char] colors;
string[char] render;
void delegate(char c) fn;
}
this(const(Game) g)
{
noMessageFilter();
this.setStyle(ControlStyles.OPAQUE, true);
this.fn = fn;
this.paint ~= &my_paint;
this.keyDown ~= &my_keydown;
this.formBorderStyle = FormBorderStyle.FIXED_DIALOG;
this.maximizeBox = false;
this.minimizeBox = false;
this.cell = min(1024/g.map.W, 640/g.map.H);
this.clientSize = Size(g.map.W*cell, g.map.H*cell);
const scrH = this.clientSize.height;
const scrW = this.clientSize.width;
this.gr = new MemoryGraphics(scrW, scrH);
// Resources
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); // Dead
this.colors['\\'] =
this.colors['L'] =
this.colors['O'] = Color(127,255,127);
this.colors['W'] = Color(204,229,255); // water
this.render['#'] = "■";
this.render['*'] = "✹";
this.render['.'] = "♒";
this.render['\\'] = "λ";
this.render['R'] = "☃";
this.render['D'] = "☠";
this.render['L'] = "☒";
this.render['O'] = "☐";
draw(gr, g);
}
void set_fn(F)(F f) { this.fn = f; }
void run() {
Application.run(this);
}
private:
Graphics gr;
void my_paint(Control, PaintEventArgs ev)
{
gr.copyTo(ev.graphics, Rect(0,0,this.clientSize.width,this.clientSize.height));
}
void draw(Graphics gr, const(Game) g)
{
int scrW = this.clientSize.width;
int scrH = this.clientSize.height;
// Fill bg.
gr.fillRectangle(this.backColor, Rect(0,0,scrW,scrH));
// Fill water.
int w = g.water_level();
gr.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';
gr.drawText(this.render[c], font, this.colors[c], r);
}
}
set_text(g);
}
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;
default: break;
}
}
void set_text(const(Game) g) {
this.text = .text("Score: ", g.score, " Air: ", g.hp, " Tide: ", g.water_until_rise);
}
}
void main(string[] args)
{
auto d = new Driver(File(args[1]));
d.addObserver!(GuardedOutput)();
GUI g = d.addObserver!(GUI)();
g.set_fn(&d.command);
g.run();
}