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// Copyright 2015 The Vanadium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// texture handles creation of new images, as well as adding the UI element to card objects
package texture
import (
"image"
_ "image/jpeg"
_ "image/png"
"log"
"strconv"
"strings"
"hearts/img/coords"
"hearts/img/staticimg"
"hearts/img/uistate"
"hearts/logic/card"
"golang.org/x/mobile/asset"
"golang.org/x/mobile/exp/sprite"
)
// Given a card object, populates it with its image
func PopulateCardImage(c *card.Card, texs map[string]sprite.SubTex, eng sprite.Engine, scene *sprite.Node) {
var texKey string
switch c.GetSuit() {
case card.Club:
texKey = "Clubs-"
case card.Diamond:
texKey = "Diamonds-"
case card.Spade:
texKey = "Spades-"
case card.Heart:
texKey = "Hearts-"
}
switch c.GetFace() {
case card.Jack:
texKey += "Jack"
case card.Queen:
texKey += "Queen"
case card.King:
texKey += "King"
case card.Ace:
texKey += "Ace"
default:
texKey += strconv.Itoa(int(c.GetFace()))
}
texKey += ".png"
n := MakeNode(eng, scene)
eng.SetSubTex(n, texs[texKey])
c.SetNode(n)
c.SetImage(texs[texKey])
c.SetBack(texs["BakuSquare.png"])
}
// Returns array of textures which make up a string
func getStringImgs(input, color string, texs map[string]sprite.SubTex) []sprite.SubTex {
imgs := make([]sprite.SubTex, 0)
for _, char := range input {
key := ""
// if char is a space
if char == 32 {
key += "Space"
} else if char == 33 {
key += "Bang"
// if char is a colon
} else if char == 58 {
key += "Colon"
// if char is a number
} else if char >= 48 && char <= 57 {
key += string(char)
// if char is a letter
} else {
key += strings.ToUpper(string(char))
if char > 90 {
key += "-Lower"
} else {
key += "-Upper"
}
}
if color != "" {
key += "-" + color
}
key += ".png"
img := texs[key]
imgs = append(imgs, img)
}
return imgs
}
func MakeStringImgLeftAlign(input, color, altColor string,
displayColor bool,
start *coords.Vec,
scaler, maxWidth float32,
u *uistate.UIState) []*staticimg.StaticImg {
textures := getStringImgs(input, color, u.Texs)
var altTexs []sprite.SubTex
if color != altColor {
altTexs = getStringImgs(input, altColor, u.Texs)
}
// adjust scaler if string is too long
totalWidth := float32(0)
for _, img := range textures {
totalWidth += float32(img.R.Max.X) / scaler
}
if totalWidth > maxWidth {
scaler = totalWidth * scaler / maxWidth
}
allImgs := make([]*staticimg.StaticImg, 0)
for i, img := range textures {
subTexDims := coords.MakeVec(float32(img.R.Max.X), float32(img.R.Max.Y))
dims := subTexDims.DividedBy(scaler)
var textImg *staticimg.StaticImg
if len(altTexs) == 0 {
textImg = MakeImgWithoutAlt(img, start, dims, u.Eng, u.Scene)
} else {
textImg = MakeImgWithAlt(img, altTexs[i], start, dims, displayColor, u.Eng, u.Scene)
}
allImgs = append(allImgs, textImg)
start = coords.MakeVec(start.X+dims.X, start.Y)
}
return allImgs
}
func MakeStringImgRightAlign(input, color, altColor string,
displayColor bool,
end *coords.Vec,
scaler, maxWidth float32,
u *uistate.UIState) []*staticimg.StaticImg {
textures := getStringImgs(input, color, u.Texs)
var altTexs []sprite.SubTex
if color != altColor {
altTexs = getStringImgs(input, altColor, u.Texs)
}
// adjust scaler if string is too long
totalWidth := float32(0)
for _, img := range textures {
totalWidth += float32(img.R.Max.X) / scaler
}
if totalWidth > maxWidth {
scaler = totalWidth * scaler / maxWidth
}
// reverse textures
for i, j := 0, len(textures)-1; i < j; i, j = i+1, j-1 {
textures[i], textures[j] = textures[j], textures[i]
}
allImgs := make([]*staticimg.StaticImg, 0)
for i, img := range textures {
subTexDims := coords.MakeVec(float32(img.R.Max.X), float32(img.R.Max.Y))
dims := subTexDims.DividedBy(scaler)
end = coords.MakeVec(end.X-dims.X, end.Y)
var textImg *staticimg.StaticImg
if len(altTexs) == 0 {
textImg = MakeImgWithoutAlt(img, end, dims, u.Eng, u.Scene)
} else {
textImg = MakeImgWithAlt(img, altTexs[i], end, dims, displayColor, u.Eng, u.Scene)
}
allImgs = append(allImgs, textImg)
}
return allImgs
}
func MakeStringImgCenterAlign(input, color, altColor string,
displayColor bool,
center *coords.Vec,
scaler, maxWidth float32,
u *uistate.UIState) []*staticimg.StaticImg {
textures := getStringImgs(input, color, u.Texs)
totalWidth := float32(0)
for _, img := range textures {
totalWidth += float32(img.R.Max.X) / scaler
}
if totalWidth > maxWidth {
scaler = totalWidth * scaler / maxWidth
totalWidth = maxWidth
}
startX := center.X - totalWidth/2
start := coords.MakeVec(startX, center.Y)
return MakeStringImgLeftAlign(input, color, altColor, displayColor, start, scaler, maxWidth, u)
}
// Returns a new StaticImg instance with desired image and dimensions
func MakeImgWithoutAlt(t sprite.SubTex,
current, dim *coords.Vec,
eng sprite.Engine,
scene *sprite.Node) *staticimg.StaticImg {
n := MakeNode(eng, scene)
eng.SetSubTex(n, t)
s := staticimg.MakeStaticImg()
s.SetNode(n)
s.SetImage(t)
s.SetInitial(current)
s.Move(current, dim, eng)
return s
}
// Returns a new StaticImg instance with desired image and dimensions
// Also includes an alternate image. If displayImage is true, image will be displayed. Else, alt will be displayed.
func MakeImgWithAlt(t, alt sprite.SubTex,
current, dim *coords.Vec,
displayImage bool,
eng sprite.Engine,
scene *sprite.Node) *staticimg.StaticImg {
s := MakeImgWithoutAlt(t, current, dim, eng, scene)
s.SetAlt(alt)
if !displayImage {
eng.SetSubTex(s.GetNode(), alt)
s.SetDisplayingImage(false)
} else {
s.SetDisplayingImage(true)
}
return s
}
// Loads all images for the app
func LoadTextures(eng sprite.Engine) map[string]sprite.SubTex {
allTexs := make(map[string]sprite.SubTex)
boundedImgs := []string{"Clubs-2.png", "Clubs-3.png", "Clubs-4.png", "Clubs-5.png", "Clubs-6.png", "Clubs-7.png", "Clubs-8.png",
"Clubs-9.png", "Clubs-10.png", "Clubs-Jack.png", "Clubs-Queen.png", "Clubs-King.png", "Clubs-Ace.png",
"Diamonds-2.png", "Diamonds-3.png", "Diamonds-4.png", "Diamonds-5.png", "Diamonds-6.png", "Diamonds-7.png", "Diamonds-8.png",
"Diamonds-9.png", "Diamonds-10.png", "Diamonds-Jack.png", "Diamonds-Queen.png", "Diamonds-King.png", "Diamonds-Ace.png",
"Spades-2.png", "Spades-3.png", "Spades-4.png", "Spades-5.png", "Spades-6.png", "Spades-7.png", "Spades-8.png",
"Spades-9.png", "Spades-10.png", "Spades-Jack.png", "Spades-Queen.png", "Spades-King.png", "Spades-Ace.png",
"Hearts-2.png", "Hearts-3.png", "Hearts-4.png", "Hearts-5.png", "Hearts-6.png", "Hearts-7.png", "Hearts-8.png",
"Hearts-9.png", "Hearts-10.png", "Hearts-Jack.png", "Hearts-Queen.png", "Hearts-King.png", "Hearts-Ace.png", "BakuSquare.png",
}
unboundedImgs := []string{"Club.png", "Diamond.png", "Spade.png", "Heart.png", "gray.jpeg", "blue.png", "white.png", "passPressed.png",
"passUnpressed.png", "leftArrow.png", "rightArrow.png", "acrossArrow.png", "croupierName.png", "trickDrop.png", "trickDropBlue.png",
"player0.jpeg", "player1.jpeg", "player2.jpeg", "player3.jpeg", "laptopIcon.png", "watchIcon.png", "phoneIcon.png", "tabletIcon.png",
"playPressed.png", "playUnpressed.png", "bluePressed.png", "takePressed.png", "takeUnpressed.png", "A-Upper.png", "B-Upper.png",
"C-Upper.png", "D-Upper.png", "E-Upper.png", "F-Upper.png", "G-Upper.png", "H-Upper.png", "I-Upper.png", "J-Upper.png",
"K-Upper.png", "L-Upper.png", "M-Upper.png", "N-Upper.png", "O-Upper.png", "P-Upper.png", "Q-Upper.png", "R-Upper.png",
"S-Upper.png", "T-Upper.png", "U-Upper.png", "V-Upper.png", "W-Upper.png", "X-Upper.png", "Y-Upper.png", "Z-Upper.png",
"A-Lower.png", "B-Lower.png", "C-Lower.png", "D-Lower.png", "E-Lower.png", "F-Lower.png", "G-Lower.png", "H-Lower.png",
"I-Lower.png", "J-Lower.png", "K-Lower.png", "L-Lower.png", "M-Lower.png", "N-Lower.png", "O-Lower.png", "P-Lower.png",
"Q-Lower.png", "R-Lower.png", "S-Lower.png", "T-Lower.png", "U-Lower.png", "V-Lower.png", "W-Lower.png", "X-Lower.png",
"Y-Lower.png", "Z-Lower.png", "Space.png", "Colon.png", "Bang.png", "1.png", "2.png", "3.png", "4.png", "5.png", "6.png", "7.png",
"8.png", "9.png", "0.png", "1-Red.png", "2-Red.png", "3-Red.png", "4-Red.png", "5-Red.png", "6-Red.png", "7-Red.png", "8-Red.png",
"9-Red.png", "0-Red.png", "A-Upper-DBlue.png", "B-Upper-DBlue.png", "C-Upper-DBlue.png", "D-Upper-DBlue.png", "E-Upper-DBlue.png",
"F-Upper-DBlue.png", "G-Upper-DBlue.png", "H-Upper-DBlue.png", "I-Upper-DBlue.png", "J-Upper-DBlue.png", "K-Upper-DBlue.png",
"L-Upper-DBlue.png", "M-Upper-DBlue.png", "N-Upper-DBlue.png", "O-Upper-DBlue.png", "P-Upper-DBlue.png", "Q-Upper-DBlue.png",
"R-Upper-DBlue.png", "S-Upper-DBlue.png", "T-Upper-DBlue.png", "U-Upper-DBlue.png", "V-Upper-DBlue.png", "W-Upper-DBlue.png",
"X-Upper-DBlue.png", "Y-Upper-DBlue.png", "Z-Upper-DBlue.png", "A-Lower-DBlue.png", "B-Lower-DBlue.png", "C-Lower-DBlue.png",
"D-Lower-DBlue.png", "E-Lower-DBlue.png", "F-Lower-DBlue.png", "G-Lower-DBlue.png", "H-Lower-DBlue.png", "I-Lower-DBlue.png",
"J-Lower-DBlue.png", "K-Lower-DBlue.png", "L-Lower-DBlue.png", "M-Lower-DBlue.png", "N-Lower-DBlue.png", "O-Lower-DBlue.png",
"P-Lower-DBlue.png", "Q-Lower-DBlue.png", "R-Lower-DBlue.png", "S-Lower-DBlue.png", "T-Lower-DBlue.png", "U-Lower-DBlue.png",
"V-Lower-DBlue.png", "W-Lower-DBlue.png", "X-Lower-DBlue.png", "Y-Lower-DBlue.png", "Z-Lower-DBlue.png", "A-Upper-LBlue.png",
"B-Upper-LBlue.png", "C-Upper-LBlue.png", "D-Upper-LBlue.png", "E-Upper-LBlue.png", "F-Upper-LBlue.png", "G-Upper-LBlue.png",
"H-Upper-LBlue.png", "I-Upper-LBlue.png", "J-Upper-LBlue.png", "K-Upper-LBlue.png", "L-Upper-LBlue.png", "M-Upper-LBlue.png",
"N-Upper-LBlue.png", "O-Upper-LBlue.png", "P-Upper-LBlue.png", "Q-Upper-LBlue.png", "R-Upper-LBlue.png", "S-Upper-LBlue.png",
"T-Upper-LBlue.png", "U-Upper-LBlue.png", "V-Upper-LBlue.png", "W-Upper-LBlue.png", "X-Upper-LBlue.png", "Y-Upper-LBlue.png",
"Z-Upper-LBlue.png", "A-Lower-LBlue.png", "B-Lower-LBlue.png", "C-Lower-LBlue.png", "D-Lower-LBlue.png", "E-Lower-LBlue.png",
"F-Lower-LBlue.png", "G-Lower-LBlue.png", "H-Lower-LBlue.png", "I-Lower-LBlue.png", "J-Lower-LBlue.png", "K-Lower-LBlue.png",
"L-Lower-LBlue.png", "M-Lower-LBlue.png", "N-Lower-LBlue.png", "O-Lower-LBlue.png", "P-Lower-LBlue.png", "Q-Lower-LBlue.png",
"R-Lower-LBlue.png", "S-Lower-LBlue.png", "T-Lower-LBlue.png", "U-Lower-LBlue.png", "V-Lower-LBlue.png", "W-Lower-LBlue.png",
"X-Lower-LBlue.png", "Y-Lower-LBlue.png", "Z-Lower-LBlue.png", "A-Upper-Gray.png", "B-Upper-Gray.png", "C-Upper-Gray.png",
"D-Upper-Gray.png", "E-Upper-Gray.png", "F-Upper-Gray.png", "G-Upper-Gray.png", "H-Upper-Gray.png", "I-Upper-Gray.png",
"J-Upper-Gray.png", "K-Upper-Gray.png", "L-Upper-Gray.png", "M-Upper-Gray.png", "N-Upper-Gray.png", "O-Upper-Gray.png",
"P-Upper-Gray.png", "Q-Upper-Gray.png", "R-Upper-Gray.png", "S-Upper-Gray.png", "T-Upper-Gray.png", "U-Upper-Gray.png",
"V-Upper-Gray.png", "W-Upper-Gray.png", "X-Upper-Gray.png", "Y-Upper-Gray.png", "Z-Upper-Gray.png", "A-Lower-Gray.png",
"B-Lower-Gray.png", "C-Lower-Gray.png", "D-Lower-Gray.png", "E-Lower-Gray.png", "F-Lower-Gray.png", "G-Lower-Gray.png",
"H-Lower-Gray.png", "I-Lower-Gray.png", "J-Lower-Gray.png", "K-Lower-Gray.png", "L-Lower-Gray.png", "M-Lower-Gray.png",
"N-Lower-Gray.png", "O-Lower-Gray.png", "P-Lower-Gray.png", "Q-Lower-Gray.png", "R-Lower-Gray.png", "S-Lower-Gray.png",
"T-Lower-Gray.png", "U-Lower-Gray.png", "V-Lower-Gray.png", "W-Lower-Gray.png", "X-Lower-Gray.png", "Y-Lower-Gray.png",
"Z-Lower-Gray.png", "Space-Gray.png", "RoundedRectangle-DBlue.png", "RoundedRectangle-LBlue.png", "RoundedRectangle-Gray.png",
"Rectangle-LBlue.png", "HorizontalPullTab.png", "VerticalPullTab.png",
}
for _, f := range boundedImgs {
a, err := asset.Open(f)
if err != nil {
log.Fatal(err)
}
img, _, err := image.Decode(a)
if err != nil {
log.Fatal(err)
}
t, err := eng.LoadTexture(img)
if err != nil {
log.Fatal(err)
}
imgWidth, imgHeight := t.Bounds()
allTexs[f] = sprite.SubTex{t, image.Rect(0, 0, imgWidth, imgHeight)}
a.Close()
}
for _, f := range unboundedImgs {
a, err := asset.Open(f)
if err != nil {
log.Fatal(err)
}
img, _, err := image.Decode(a)
if err != nil {
log.Fatal(err)
}
t, err := eng.LoadTexture(img)
if err != nil {
log.Fatal(err)
}
imgWidth, imgHeight := t.Bounds()
allTexs[f] = sprite.SubTex{t, image.Rect(1, 1, imgWidth-1, imgHeight-1)}
a.Close()
}
return allTexs
}
// Returns a new sprite node
// NOTE: Currently, this is a public method, as it is useful in testing. Eventually it should be made private.
func MakeNode(eng sprite.Engine, scene *sprite.Node) *sprite.Node {
n := &sprite.Node{}
eng.Register(n)
scene.AppendChild(n)
return n
}