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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.
// uistate contains the UIState struct that holds all variables relevant to creating and updating the app UI
// uistate also contains View, which defines different UI views
package uistate
import (
"encoding/json"
"fmt"
"time"
"hearts/img/coords"
"hearts/img/staticimg"
"hearts/logic/card"
"hearts/logic/table"
"golang.org/x/mobile/exp/gl/glutil"
"golang.org/x/mobile/exp/sprite"
"v.io/v23/context"
"v.io/v23/syncbase"
)
type View string
const (
None View = "None"
Arrange View = "Arrange"
Discovery View = "Discovery"
Pass View = "Pass"
Take View = "Take"
Table View = "Table"
Play View = "Play"
Score View = "Score"
Split View = "Split"
)
const (
Avatar string = "avatar"
Name string = "name"
Device string = "device"
)
const (
numPlayers int = 4
numSuits int = 4
cardSize float32 = 35
cardScaler float32 = .5
topPadding float32 = 15
bottomPadding float32 = 5
)
type UIState struct {
StartTime time.Time
Images *glutil.Images
Eng sprite.Engine
Scene *sprite.Node
// the following arrays keep track of all displayed images
Cards []*card.Card
TableCards []*card.Card
BackgroundImgs []*staticimg.StaticImg
EmptySuitImgs []*staticimg.StaticImg
DropTargets []*staticimg.StaticImg
Buttons map[string]*staticimg.StaticImg
Other []*staticimg.StaticImg
ModText []*staticimg.StaticImg
CurCard *card.Card // the card that is currently clicked on
CurImg *staticimg.StaticImg // the image that is currently clicked on
// lastMouseXY is in Px: divide by pixelsPerPt to get Pt
LastMouseXY *coords.Vec // the position of the mouse in the most recent frame
NumPlayers int
NumSuits int
// the following variables are used for sizing and positioning specifications
CardSize float32
CardScaler float32
TopPadding float32
BottomPadding float32
WindowSize *coords.Vec // windowSize is in Pt
CardDim *coords.Vec
TableCardDim *coords.Vec
PlayerIconDim *coords.Vec
PixelsPerPt float32
Overlap *coords.Vec
Padding float32
CurView View // the screen currently being shown to the user
ViewOnTouch View // the view at the beginning of a touch action
CurTable *table.Table // the table of the current game
Done bool // true if the app has been quit
Texs map[string]sprite.SubTex // map of all loaded images
CurPlayerIndex int // the player number of this player
Ctx *context.T
Service syncbase.Service
LogSG string // name of the game log syncgroup the user is currently in
Debug bool // true if debugging, adds extra functionality to switch between players
SequentialPhases bool // true if trying to match Croupier Flutter Pass -> Take -> Play phase system
SwitchingViews bool // true if currently animating between play and split views
Shutdown func() // used to shut down a v23.Init()
GameID int // used to differentiate between concurrent games
IsOwner bool // true if this player is the game creator
UserData map[int]map[string]interface{} // user data indexed by user ID
PlayerData map[int]int // key = player number, value = user id
AnimChans []chan bool // keeps track of all 'quit' channels in animations so their goroutines can be stopped
SGChan chan bool // pass in a bool to stop advertising the syncgroup
ScanChan chan bool // pass in a bool to stop scanning for syncgroups
DiscGroups map[string]*DiscStruct // contains a set of addresses and game start data for each advertised game found
}
func MakeUIState() *UIState {
return &UIState{
StartTime: time.Now(),
Cards: make([]*card.Card, 0),
TableCards: make([]*card.Card, 0),
BackgroundImgs: make([]*staticimg.StaticImg, 0),
EmptySuitImgs: make([]*staticimg.StaticImg, 0),
DropTargets: make([]*staticimg.StaticImg, 0),
Buttons: make(map[string]*staticimg.StaticImg),
Other: make([]*staticimg.StaticImg, 0),
ModText: make([]*staticimg.StaticImg, 0),
LastMouseXY: coords.MakeVec(-1, -1),
NumPlayers: numPlayers,
NumSuits: numSuits,
CardSize: cardSize,
CardScaler: cardScaler,
TopPadding: topPadding,
BottomPadding: bottomPadding,
WindowSize: coords.MakeVec(-1, -1),
CardDim: coords.MakeVec(cardSize, cardSize),
TableCardDim: coords.MakeVec(cardSize*cardScaler, cardSize*cardScaler),
PlayerIconDim: coords.MakeVec(2*cardSize/3, 2*cardSize/3),
Overlap: coords.MakeVec(3*cardSize*cardScaler/4, 3*cardSize*cardScaler/4),
Padding: float32(5),
CurView: None,
Done: false,
Debug: false,
SequentialPhases: true,
SwitchingViews: false,
UserData: make(map[int]map[string]interface{}),
PlayerData: make(map[int]int),
AnimChans: make([]chan bool, 0),
DiscGroups: make(map[string]*DiscStruct),
CurPlayerIndex: -1,
}
}
func GetAvatar(playerNum int, u *UIState) sprite.SubTex {
blankTex := u.Texs["Heart.png"]
userID := u.PlayerData[playerNum]
if u.UserData[userID][Avatar] == nil {
return blankTex
}
return u.Texs[u.UserData[userID][Avatar].(string)]
}
func GetName(playerNum int, u *UIState) string {
emptyString := ""
userID := u.PlayerData[playerNum]
if u.UserData[userID][Name] == nil {
return emptyString
}
return u.UserData[userID][Name].(string)
}
func GetDevice(playerNum int, u *UIState) sprite.SubTex {
blankTex := u.Texs["laptop.png"]
userID := u.PlayerData[playerNum]
if u.UserData[userID][Device] == nil {
return blankTex
}
return u.Texs[u.UserData[userID][Device].(string)]
}
type DiscStruct struct {
SettingsAddr string
LogAddr string
GameStartData map[string]interface{}
}
func MakeDiscStruct(s, l, g string) *DiscStruct {
gameStartData := []byte(g)
var dataMap map[string]interface{}
err := json.Unmarshal(gameStartData, &dataMap)
if err != nil {
fmt.Println("Unmarshal error:", err)
}
return &DiscStruct{
SettingsAddr: s,
LogAddr: l,
GameStartData: dataMap,
}
}