/* * Copyright (c) 2020, the SerenityOS developers. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "BoardView.h" #include #include #include #include BoardView::BoardView(const Game::Board* board) : m_board(board) { } BoardView::~BoardView() { } void BoardView::set_board(const Game::Board* board) { if (m_board == board) return; if (!board) { m_board = nullptr; return; } bool must_resize = !m_board || m_board->size() != board->size(); m_board = board; if (must_resize) resize(); update(); } void BoardView::pick_font() { String best_font_name; int best_font_size = -1; auto& font_database = GUI::FontDatabase::the(); font_database.for_each_font([&](const Gfx::Font& font) { if (font.family() != "Liza" || font.weight() != 700) return; auto size = font.glyph_height(); if (size * 2 <= m_cell_size && size > best_font_size) { best_font_name = font.qualified_name(); best_font_size = size; } }); auto font = font_database.get_by_name(best_font_name); set_font(font); } size_t BoardView::rows() const { if (!m_board) return 0; return m_board->size(); } size_t BoardView::columns() const { if (!m_board) return 0; if (m_board->is_empty()) return 0; return (*m_board)[0].size(); } void BoardView::resize_event(GUI::ResizeEvent&) { resize(); } void BoardView::resize() { constexpr float padding_ratio = 7; m_padding = min( width() / (columns() * (padding_ratio + 1) + 1), height() / (rows() * (padding_ratio + 1) + 1)); m_cell_size = m_padding * padding_ratio; pick_font(); } void BoardView::keydown_event(GUI::KeyEvent& event) { if (!on_move) return; switch (event.key()) { case KeyCode::Key_A: case KeyCode::Key_Left: on_move(Game::Direction::Left); break; case KeyCode::Key_D: case KeyCode::Key_Right: on_move(Game::Direction::Right); break; case KeyCode::Key_W: case KeyCode::Key_Up: on_move(Game::Direction::Up); break; case KeyCode::Key_S: case KeyCode::Key_Down: on_move(Game::Direction::Down); break; default: return; } } Gfx::Color BoardView::background_color_for_cell(u32 value) { switch (value) { case 0: return Color::from_rgb(0xcdc1b4); case 2: return Color::from_rgb(0xeee4da); case 4: return Color::from_rgb(0xede0c8); case 8: return Color::from_rgb(0xf2b179); case 16: return Color::from_rgb(0xf59563); case 32: return Color::from_rgb(0xf67c5f); case 64: return Color::from_rgb(0xf65e3b); case 128: return Color::from_rgb(0xedcf72); case 256: return Color::from_rgb(0xedcc61); case 512: return Color::from_rgb(0xedc850); case 1024: return Color::from_rgb(0xedc53f); case 2048: return Color::from_rgb(0xedc22e); default: ASSERT(value > 2048); return Color::from_rgb(0x3c3a32); } } Gfx::Color BoardView::text_color_for_cell(u32 value) { if (value <= 4) return Color::from_rgb(0x776e65); return Color::from_rgb(0xf9f6f2); } void BoardView::paint_event(GUI::PaintEvent&) { Color background_color = Color::from_rgb(0xbbada0); GUI::Painter painter(*this); if (!m_board) { painter.fill_rect(rect(), background_color); return; } auto& board = *m_board; Gfx::IntRect field_rect { 0, 0, static_cast(m_padding + (m_cell_size + m_padding) * columns()), static_cast(m_padding + (m_cell_size + m_padding) * rows()) }; field_rect.center_within(rect()); painter.fill_rect(field_rect, background_color); for (size_t column = 0; column < columns(); ++column) { for (size_t row = 0; row < rows(); ++row) { auto rect = Gfx::IntRect { field_rect.x() + m_padding + (m_cell_size + m_padding) * column, field_rect.y() + m_padding + (m_cell_size + m_padding) * row, m_cell_size, m_cell_size, }; auto entry = board[row][column]; painter.fill_rect(rect, background_color_for_cell(entry)); if (entry > 0) painter.draw_text(rect, String::number(entry), font(), Gfx::TextAlignment::Center, text_color_for_cell(entry)); } } }