package tabletop import ( "fmt" "log/slog" "github.com/egoist/mygo/ui" "git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel" ) // Stone is a Go point: Empty, Black or White. type Stone int8 const ( Empty Stone = iota Black White ) type GoBoardOptions struct { Disabled bool } type GoBoardResult struct { Element *ui.Element // Placed is the point played this frame, else -1. Placed int } type goKey struct{} const point = 10 // GoBoard places stones in turn, Black first, 9–19 lines. func GoBoard(c *ui.Context, text string, board []Stone, o GoBoardOptions) GoBoardResult { k := pixel.K(c) size := map[int]int{81: 9, 169: 13, 361: 19}[len(board)] if size == 0 { panic(fmt.Sprintf("tabletop: GoBoard of %d points is not 9, 13 or 19 lines", len(board))) } blacks, whites := 0, 0 for i, s := range board { switch s { case Black: blacks++ case White: whites++ case Empty: default: panic(fmt.Sprintf("tabletop: GoBoard point %d holds %d", i, s)) } } turn := Black if blacks > whites { turn = White } col := ui.Column(c).Gap(k.D(4)) cur := ui.Local(col, goKey{}, func() int { return len(board) / 2 }) // A smaller board pulls the cursor in. *cur = min(*cur, len(board)-1) res := GoBoardResult{Placed: -1} res.Element = col.Children(func() { side := k.Msg("black") if turn == White { side = k.Msg("white") } next := fmt.Sprintf(k.Msg("to_play"), side) pixel.Text(c, next, pixel.TextOptions{}) shell, base, st, picked := pixel.Pad(c, text, size, len(board), point, point, cur, o.Disabled) if picked >= 0 && board[picked] == Empty { board[picked], res.Placed = turn, picked } base.Description(goPoint(size, *cur) + " " + stoneName(k, board[*cur])) at, shown := *cur, append([]Stone(nil), board...) light, dark := shades(k) shell.Draw(func(p *ui.Painter, r ui.Rect) { g := k.Canvas(p, r) g.Rect(0, 0, g.W, g.H, pixel.Face) end := (size-1)*point + 1 for i := range size { g.HLine(point/2, point/2+i*point, end, pixel.Ink) g.VLine(point/2+i*point, point/2, end, pixel.Ink) } // Star points sit three or four lines in, and mid-board. edge := 2 if size > 9 { edge = 3 } for _, x := range []int{edge, size / 2, size - 1 - edge} { for _, y := range []int{edge, size / 2, size - 1 - edge} { g.Rect(point/2+x*point-1, point/2+y*point-1, 3, 3, pixel.Ink) } } for i, s := range shown { cx, cy := point/2+i%size*point, point/2+i/size*point switch s { case Black: g.Disc(cx, cy, 4, dark) case White: g.Disc(cx, cy, 4, light) g.Circle(cx, cy, 4, dark) } } if st.Focus { x, y := at%size*point, at/size*point g.Rect(x, y, point, 1, pixel.Accent) g.Rect(x, y+point-1, point, 1, pixel.Accent) g.Rect(x, y, 1, point, pixel.Accent) g.Rect(x+point-1, y, 1, point, pixel.Accent) } g.Finish(st) }) }) if res.Placed >= 0 { slog.Debug("8bit: go stone placed", "label", text, "point", goPoint(size, res.Placed)) } return res } // goPoint names a point as Go does: columns skip I. func goPoint(size, i int) string { return fmt.Sprintf("%c%d", "ABCDEFGHJKLMNOPQRST"[i%size], size-i/size) } // stoneName reads a stone out, or the point's emptiness. func stoneName(k pixel.Kit, s Stone) string { switch s { case Black: return fmt.Sprintf(k.Msg("stone"), k.Msg("black")) case White: return fmt.Sprintf(k.Msg("stone"), k.Msg("white")) } return k.Msg("empty") }