Can show legend on game map
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01ca2f50f4
commit
8728cbb612
@ -140,7 +140,7 @@ pub fn configure_play_rules<B: Backend>(
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}
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}
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fn ui<B: Backend>(f: &mut Frame<B>, model: &mut GameRulesConfigurationScreen) {
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fn ui<B: Backend>(f: &mut Frame<B>, model: &mut GameRulesConfigurationScreen) {
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let area = centered_rect_size(50, 16, f.size());
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let area = centered_rect_size(50, 16, &f.size());
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let block = Block::default().title("Game rules").borders(Borders::ALL);
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let block = Block::default().title("Game rules").borders(Borders::ALL);
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f.render_widget(block, area);
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f.render_widget(block, area);
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@ -218,7 +218,7 @@ fn ui<B: Backend>(f: &mut Frame<B>, model: &mut GameRulesConfigurationScreen) {
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// Error message (if any)
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// Error message (if any)
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if let Some(msg) = model.rules.get_errors().first() {
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if let Some(msg) = model.rules.get_errors().first() {
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let area = centered_rect_size(msg.len() as u16, 1, *chunks.last().unwrap());
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let area = centered_rect_size(msg.len() as u16, 1, chunks.last().unwrap());
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let err = Paragraph::new(*msg).style(Style::default().fg(Color::Red));
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let err = Paragraph::new(*msg).style(Style::default().fg(Color::Red));
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f.render_widget(err, area);
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f.render_widget(err, area);
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}
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}
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@ -62,7 +62,7 @@ pub fn select_bot_type<B: Backend>(
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}
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}
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fn ui<B: Backend>(f: &mut Frame<B>, model: &mut SelectPlayModeScreen) {
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fn ui<B: Backend>(f: &mut Frame<B>, model: &mut SelectPlayModeScreen) {
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let area = centered_rect_size(60, model.types.len() as u16 * 2 + 2, f.size());
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let area = centered_rect_size(60, model.types.len() as u16 * 2 + 2, &f.size());
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// Create a List from all list items and highlight the currently selected one
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// Create a List from all list items and highlight the currently selected one
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let items = model
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let items = model
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@ -80,7 +80,7 @@ pub fn select_play_mode<B: Backend>(
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}
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}
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fn ui<B: Backend>(f: &mut Frame<B>, model: &mut SelectPlayModeScreen) {
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fn ui<B: Backend>(f: &mut Frame<B>, model: &mut SelectPlayModeScreen) {
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let area = centered_rect_size(50, 5, f.size());
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let area = centered_rect_size(50, 5, &f.size());
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// Create a List from all list items and highlight the currently selected one
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// Create a List from all list items and highlight the currently selected one
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let items = AVAILABLE_PLAY_MODES
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let items = AVAILABLE_PLAY_MODES
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@ -5,8 +5,6 @@ use crossterm::event;
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use crossterm::event::{Event, KeyCode};
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use crossterm::event::{Event, KeyCode};
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use tui::backend::Backend;
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use tui::backend::Backend;
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use tui::style::*;
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use tui::style::*;
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use tui::text::*;
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use tui::widgets::*;
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use tui::{Frame, Terminal};
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use tui::{Frame, Terminal};
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use sea_battle_backend::data::*;
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use sea_battle_backend::data::*;
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@ -14,7 +12,7 @@ use sea_battle_backend::data::*;
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use crate::constants::*;
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use crate::constants::*;
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use crate::ui_screens::utils::centered_rect_size;
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use crate::ui_screens::utils::centered_rect_size;
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use crate::ui_screens::ScreenResult;
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use crate::ui_screens::ScreenResult;
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use crate::ui_widgets::game_map_widget::GameMapWidget;
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use crate::ui_widgets::game_map_widget::{ColoredCells, GameMapWidget};
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struct SetBotsLayoutScreen {
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struct SetBotsLayoutScreen {
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curr_boat: usize,
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curr_boat: usize,
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@ -48,8 +46,7 @@ pub fn set_boat_layout<B: Backend>(
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return Ok(ScreenResult::Ok(model.layout));
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return Ok(ScreenResult::Ok(model.layout));
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}
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}
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}
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}
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KeyCode::Down => model.curr_boat -= 1,
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KeyCode::Char('n') => model.curr_boat += model.layout.number_of_boats() - 1,
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KeyCode::Up => model.curr_boat += model.layout.number_of_boats() - 1,
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_ => {}
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_ => {}
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}
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}
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@ -63,13 +60,30 @@ pub fn set_boat_layout<B: Backend>(
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}
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}
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fn ui<B: Backend>(f: &mut Frame<B>, model: &mut SetBotsLayoutScreen, rules: &GameRules) {
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fn ui<B: Backend>(f: &mut Frame<B>, model: &mut SetBotsLayoutScreen, rules: &GameRules) {
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let area = centered_rect_size(
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let current_boat = ColoredCells {
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rules.map_width as u16 + 10,
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color: Color::Green,
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rules.map_height as u16 + 10,
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cells: model.layout.0[model.curr_boat].all_coordinates(),
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f.size(),
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};
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);
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let game_map_widget = GameMapWidget::new(rules);
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let mut other_boats_cells = vec![];
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for boat in &model.layout.0 {
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for pos in boat.all_coordinates() {
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other_boats_cells.push(pos);
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}
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}
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let other_boats = ColoredCells {
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color: Color::DarkGray,
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cells: other_boats_cells,
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};
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let game_map_widget = GameMapWidget::new(rules)
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.set_default_empty_char(' ')
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.add_colored_cells(current_boat)
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.add_colored_cells(other_boats)
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.set_legend("n next boat \nr rotate boat \n\n↓ ↑ → ← move boat \n\nEnter confirm layout");
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let (w, h) = game_map_widget.estimated_size();
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let area = centered_rect_size(w, h, &f.size());
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f.render_widget(game_map_widget, area);
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f.render_widget(game_map_widget, area);
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}
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}
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@ -28,7 +28,7 @@ pub fn centered_rect_percentage(percent_x: u16, percent_y: u16, r: Rect) -> Rect
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}
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}
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/// helper function to create a centered rect using up certain container size
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/// helper function to create a centered rect using up certain container size
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pub fn centered_rect_size(width: u16, height: u16, parent: Rect) -> Rect {
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pub fn centered_rect_size(width: u16, height: u16, parent: &Rect) -> Rect {
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if parent.width < width || parent.height < height {
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if parent.width < width || parent.height < height {
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return Rect {
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return Rect {
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x: parent.x,
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x: parent.x,
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@ -33,7 +33,7 @@ impl Widget for ButtonWidget {
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fn render(self, area: Rect, buf: &mut Buffer) {
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fn render(self, area: Rect, buf: &mut Buffer) {
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let label = format!(" {} ", self.label);
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let label = format!(" {} ", self.label);
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let area = centered_rect_size(label.len() as u16, 1, area);
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let area = centered_rect_size(label.len() as u16, 1, &area);
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let input = Paragraph::new(label.as_ref()).style(match (self.disabled, self.is_hovered) {
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let input = Paragraph::new(label.as_ref()).style(match (self.disabled, self.is_hovered) {
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(true, _) => Style::default(),
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(true, _) => Style::default(),
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@ -1,15 +1,63 @@
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use sea_battle_backend::data::{GameRules, PlayConfiguration};
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use crate::ui_screens::utils::centered_rect_size;
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use sea_battle_backend::data::{Coordinates, GameRules, PlayConfiguration};
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use std::fmt::Display;
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use tui::buffer::Buffer;
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use tui::buffer::Buffer;
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use tui::layout::Rect;
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use tui::layout::Rect;
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use tui::style::{Color, Style};
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use tui::widgets::{BorderType, Widget};
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use tui::widgets::{BorderType, Widget};
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pub struct ColoredCells {
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pub color: Color,
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pub cells: Vec<Coordinates>,
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}
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pub struct GameMapWidget<'a> {
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pub struct GameMapWidget<'a> {
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rules: &'a GameRules,
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rules: &'a GameRules,
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default_empty_character: char,
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colored_cells: Vec<ColoredCells>,
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legend: Option<String>,
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}
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}
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impl<'a> GameMapWidget<'a> {
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impl<'a> GameMapWidget<'a> {
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pub fn new(rules: &'a GameRules) -> Self {
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pub fn new(rules: &'a GameRules) -> Self {
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Self { rules }
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Self {
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rules,
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default_empty_character: '.',
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colored_cells: vec![],
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legend: None,
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}
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}
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pub fn set_default_empty_char(mut self, c: char) -> Self {
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self.default_empty_character = c;
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self
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}
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pub fn add_colored_cells(mut self, c: ColoredCells) -> Self {
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self.colored_cells.push(c);
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self
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}
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pub fn set_legend<D: Display>(mut self, legend: D) -> Self {
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self.legend = Some(legend.to_string());
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self
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}
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pub fn grid_size(&self) -> (u16, u16) {
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let w = self.rules.map_width as u16 * 2 + 1;
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let h = self.rules.map_height as u16 * 2 + 1;
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(w, h)
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}
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pub fn estimated_size(&self) -> (u16, u16) {
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let (w, mut h) = self.grid_size();
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if let Some(l) = &self.legend {
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h += 1 + l.split('\n').count() as u16;
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}
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(w, h)
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}
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}
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}
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}
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@ -22,8 +70,9 @@ impl<'a> Widget for GameMapWidget<'a> {
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// Paint game grid
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// Paint game grid
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for y in 0..(self.rules.map_height + 1) {
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for y in 0..(self.rules.map_height + 1) {
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for x in 0..(self.rules.map_width + 1) {
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for x in 0..(self.rules.map_width + 1) {
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let o_x = x as u16 * 2;
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let o_x = area.x + (x as u16 * 2);
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let o_y = y as u16 * 2;
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let o_y = area.y + (y as u16 * 2);
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buf.get_mut(o_x, o_y).set_symbol(match (x, y) {
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buf.get_mut(o_x, o_y).set_symbol(match (x, y) {
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(0, 0) => symbols.top_left,
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(0, 0) => symbols.top_left,
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@ -52,9 +101,32 @@ impl<'a> Widget for GameMapWidget<'a> {
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}
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}
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if x < self.rules.map_width && y < self.rules.map_height {
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if x < self.rules.map_width && y < self.rules.map_height {
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buf.get_mut(o_x + 1, o_y + 1).set_char('.');
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let cell = buf
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.get_mut(o_x + 1, o_y + 1)
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.set_char(self.default_empty_character);
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if let Some(c) = self
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.colored_cells
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.iter()
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.find(|c| c.cells.contains(&Coordinates::new(x as i32, y as i32)))
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{
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cell.set_bg(c.color);
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}
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}
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}
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}
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}
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}
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}
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}
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// Paint legend (if any)
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if let Some(legend) = &self.legend {
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let (_, mut y) = self.grid_size();
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y += area.y + 1;
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for line in legend.split('\n') {
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let center_rect = centered_rect_size(line.len() as u16, 1, &area);
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let x = center_rect.x;
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buf.set_string(x, y, line, Style::default());
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y += 1;
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}
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}
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}
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}
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}
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