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Canvas.hs
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Canvas.hs
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-- Copyright 2011 by Joshua Simmons <[email protected]>
module Canvas where
import qualified Data.Map as M
import Control.Monad.State
import Text.Printf
import Data.List
import Game
import SGF
import qualified Graphics.Rendering.Cairo as C
import Data.Ord (comparing)
import Config
data Canvas s c = -- stateType and canvas result type
Canvas { setupCanvas :: Point -- board size
-> (Point, Point) -- view rectangle (UL, BR), inclusive
-> (Integer, Integer) -- available screen space (pixels)
-> c
-> StateT s IO c
, nextPlayer :: Color
-> c
-> StateT s IO c
, placeStone :: (Point, Color)
-> c
-> StateT s IO c
, placeMark :: (Point, MarkType)
-> c
-> StateT s IO c
, finalize :: c
-> StateT s IO c
, initState :: s
}
printOn :: Canvas s a -> a -> Game -> IO a
printOn c init g' =
do (a, s) <- runStateT (setupStep
>>= nextPlayerStep
>>= stoneSteps
>>= markSteps
>>= finalizeStep) (initState c)
return a
where setupStep = (setupCanvas c) (bs g) (v g) screenSpace init
nextPlayerStep = (nextPlayer c) (toPlay g)
stoneSteps x = foldl' (>>=) (return x) (map (placeStone c) (M.assocs (stones $ board g)))
markSteps x = foldl' (>>=) (return x) (map (placeMark c) (M.assocs (marks g)))
finalizeStep = (finalize c)
bs g = size $ board g
v g = simpleView ((M.keys $ stones $ board g) ++ (M.keys $ marks g) ++ (view g))
(bs g)
resultingStoneSize g = snd $ pixelMap (v g) screenSpace
g = maxBy resultingStoneSize g' (flipBoard g')
maxBy f a b = if f a < f b then b else a
simpleView :: [Point] -> Point -> (Point, Point)
simpleView pps (a, b) =
fixup $ foldl' minMax init pps
where init = ((a, b), (-1, -1))
minMax ((lx, ly), (gx, gy)) (x, y) = ((min x lx, min y ly), (max x gx, max y gy))
(a', b') = (a - 1, b - 1)
-- fixup too small view, including negative view if pps == []
fixup ((lx, ly), (gx, gy)) = if (((gx - lx) < 4 && (gy - ly) < 4) ||
(gx - lx) <= 0 || (gy - ly) <= 0)
then ((0, 0), (a', b'))
else fixup' $
((max (lx - margin) 0 , max (ly - margin) 0),
(min (gx + margin) a', min (gy + margin) b'))
margin = 2 -- extra space around view
-- fixup' move view to board edges if it's already close
-- makes board sized problems look much nicer
fixup' ((lx, ly), (gx, gy)) = ((lx', ly'), (gx', gy'))
where lx' = if lx <= 3 then 0 else lx
ly' = if ly <= 3 then 0 else ly
gx' = if a' - gx <= 3 then a' else gx
gy' = if b' - gy <= 3 then b' else gy
-- integer division
(//) :: (Integral a) => a -> a -> a
a // b = truncate $ (fromIntegral a) / (fromIntegral b)
pixelMap :: (Point, Point) -> (Integer, Integer) -> ((Point -> Point), Integer)
pixelMap v scSz =
((\(a, b) -> ((a - vxl) * stoneSize, (b - vyl) * stoneSize)), stoneSize)
where stoneSize = if odd stoneSize' then stoneSize' else stoneSize' - 1
stoneSize' = min (stoneSize'' vxl vxg scSzx) (stoneSize'' vyl vyg scSzy)
stoneSize'' l g sz = sz // (g - l + 1)
((vxl,vyl), (vxg, vyg)) = v
(scSzx, scSzy) = scSz
noopSetup _ _ _ = return
noopToPlay _ = return
noopPlaceStone _ = return
noopPlaceMark _ = return
noopFinalize = return
noopCanvas = Canvas { setupCanvas = noopSetup
, nextPlayer = noopToPlay
, placeStone = noopPlaceStone
, placeMark = noopPlaceMark
, finalize = noopFinalize
, initState = ()
}
toplayToPlay color _ = return $ show color
toplayCanvas = noopCanvas{nextPlayer = toplayToPlay}
jsSetup sz v scSz c =
do put (pixelMap v scSz)
return $ c ++ "window.bbls_pts =\n[\n"
jsPlaceStone (p, col) c =
do (m, sz) <- get
let (x', y') = m p
let sz' = sz // 2
return $ c ++ (printf "[%d,%d,%d,%s],\n" x' y' sz' col')
where col' = if col == Black then "\"000000\"" else "\"d0d0d0\""
jsToPlay _ c = return c
jsPlaceMark _ c = return c
jsFinalize c = return $ c ++ "\n]"
jsCanvas = Canvas { setupCanvas = jsSetup
, nextPlayer = jsToPlay
, placeStone = jsPlaceStone
, placeMark = jsPlaceMark
, finalize = jsFinalize
, initState = undefined :: ((Point -> Point), Integer)
}
convertPoint ssz (a, b) = (ssz / 2 + fromIntegral a, ssz / 2 + fromIntegral b)
createBoard scSz@(scw, sch) v@((lx, ly), (gx, gy)) (bw, bh) =
do board <- C.createImageSurface C.FormatARGB32 boardw boardh
C.renderWith board drawBoard
return (board, toPixel, ssz')
where (boardw, boardh) = (fromInteger $ (gx - lx + 1) * ssz,
fromInteger $ (gy - ly + 1) * ssz)
(m, ssz) = pixelMap v scSz
ssz' = fromIntegral ssz
toPixel = convertPoint ssz' . m
toPixelx x = fst $ toPixel (x, undefined)
toPixely y = snd $ toPixel (undefined, y)
boardEdgex x = x == 0 || x == bw - 1
boardEdgey y = y == 0 || y == bh - 1
drawBoard =
do let (bwp, bhp) = (fromIntegral boardw, fromIntegral boardh)
C.setSourceRGBA 0 0 0 0
C.rectangle 0 0 bwp bhp
C.fill
let lxp = if boardEdgex lx then toPixelx lx else 0.5
let lyp = if boardEdgey ly then toPixely ly else 0.5
let gxp = if boardEdgex gx then toPixelx gx else bwp + 0.5
let gyp = if boardEdgey gy then toPixely gy else bhp + 0.5
let setupLine edge = if edge
then C.setSourceRGB 0 0 0
else C.setSourceRGB 0.6 0.6 0.6
let drawLinex x = do setupLine (boardEdgex x)
let xp = toPixelx x
C.moveTo xp lyp
C.lineTo xp gyp
C.stroke
let drawLiney y = do setupLine (boardEdgey y)
let yp = toPixely y
C.moveTo lxp yp
C.lineTo gxp yp
C.stroke
C.setSourceRGB 0.86667 0.73725 0.41960 -- woodish color
C.rectangle lxp lyp (gxp - lxp) (gyp - lyp)
C.fill -- color board
C.setAntialias C.AntialiasNone
C.setLineWidth 1
C.setLineCap C.LineCapSquare
let xlines = map (\x -> (boardEdgex x, drawLinex x)) [lx..gx]
let ylines = map (\y -> (boardEdgey y, drawLiney y)) [ly..gy]
-- draw the board edges last, so they don't get overwritten
foldl1 (>>) $ map snd $ sortBy (comparing fst) $ xlines ++ ylines
let inView (x, y) = x <= gx && y <= gy && x >= lx && y >= ly
let hoshis = filter inView $ hoshiPoints bw bh
let drawHoshi p = do setupLine False
let (x, y) = toPixel p
let rad = if ssz >= 10 then 2 else 1
C.arc x y rad 0 (2 * pi)
C.strokePreserve
C.fill
foldl' (>>) (return ()) $ map drawHoshi hoshis
hoshiPoints w h | w /= h = []
| w < 3 || w == 4 = []
| w == 3 = [(1, 1)]
| w == 5 = [(1, 1), (1, 3), (2, 2), (3, 1), (3, 3)]
| otherwise = cornerHoshi ++ sideHoshi ++ centerHoshi
where (w', h') = (w - 1, h - 1)
ledge = if w < 12 then 2 else 3
hedge = w' - ledge
mid = w // 2
cornerHoshi = [(ledge, ledge), (hedge, hedge), (ledge, hedge), (hedge, ledge)]
sideHoshi = if odd w && w > 12 then [(ledge, mid), (mid, ledge), (hedge, mid), (mid, hedge)] else []
centerHoshi = if odd w then [(mid, mid)] else []
drawStone col pnt (m, ssz) =
do if col == Black then C.setSourceRGB 0 0 0 else C.setSourceRGB 1 1 1
let (xp, yp) = m pnt
C.setAntialias C.AntialiasDefault
C.setLineWidth 1
C.arc xp yp (ssz / 2 - 0.5) 0 (2 * pi)
C.fillPreserve
if ssz > 6 then C.setSourceRGB 0 0 0 else return ()
C.stroke
drawMark p _ (m, ssz) =
do let (xp, yp) = m p
C.setAntialias C.AntialiasDefault
C.setLineWidth (if ssz > 14 then 2 else 1)
C.setSourceRGB 1 0 0
let drawSize = if ssz < 8 then 0.5 else ssz / 6
C.arc xp yp drawSize 0 (2 * pi)
C.stroke
imgSetup sz v scSz _ =
do (board, pixelMap, ssz) <- liftIO $ createBoard scSz v sz
put (pixelMap, ssz)
return board
imgToPlay _ c = return c
imgPlaceStone (pnt, col) c =
do st <- get
liftIO $ C.renderWith c (drawStone col pnt st)
return c
imgPlaceMark (p, mrk) c =
do st <- get
liftIO $ C.renderWith c (drawMark p mrk st)
return c
imgFinalize c = return c
imgCanvas = Canvas { setupCanvas = imgSetup
, nextPlayer = imgToPlay
, placeStone = imgPlaceStone
, placeMark = imgPlaceMark
, finalize = imgFinalize
, initState = undefined :: (Point -> (Double, Double), Double)
}