mirror of
https://github.com/Vale54321/schafkop-neu.git
synced 2025-12-11 09:59:33 +01:00
implement basic card rendering
This commit is contained in:
8
.github/workflows/deploy-pages.yml
vendored
8
.github/workflows/deploy-pages.yml
vendored
@@ -17,19 +17,23 @@ concurrency:
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jobs:
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build:
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name: Build (trunk -> dist)
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name: Build WebAssembly
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runs-on: ubuntu-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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- name: Install Rust (stable + wasm32)
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- name: Install Rust
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uses: dtolnay/rust-toolchain@stable
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with:
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targets: wasm32-unknown-unknown
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- name: Cache cargo
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uses: Swatinem/rust-cache@v2
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with:
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workspaces: schafkopf-logic
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cache-directories: |
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~/.cache/trunk
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- name: Install trunk
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run: cargo install trunk --locked
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Binary file not shown.
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Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 2.7 KiB |
@@ -12,15 +12,15 @@ use schafkopf_logic::{
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const CARD_TEXTURE_WIDTH: usize = 96;
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const CARD_TEXTURE_HEIGHT: usize = 135;
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const CARD_WORLD_SIZE: Vec2 = Vec2::new(96.0, 135.0);
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const ICON_OFFSET_TL: Vec2 = Vec2::new(-CARD_WORLD_SIZE.x * 0.5 + 16.0, CARD_WORLD_SIZE.y * 0.5 - 20.0);
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const ICON_OFFSET_BR: Vec2 = Vec2::new( CARD_WORLD_SIZE.x * 0.5 - 16.0, -CARD_WORLD_SIZE.y * 0.5 + 20.0);
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const CARD_TEXTURE_WIDTH: usize = 112;
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const CARD_TEXTURE_HEIGHT: usize = 190;
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const CARD_WORLD_SIZE: Vec2 = Vec2::new(CARD_TEXTURE_WIDTH as f32, CARD_TEXTURE_HEIGHT as f32);
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const GLYPH_WIDTH: usize = 5;
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const GLYPH_HEIGHT: usize = 7;
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const GLYPH_STRIDE: usize = 6;
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const SUIT_ICON_PX: usize = 32;
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const ATLAS_COLS: usize = 2;
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const ATLAS_ROWS: usize = 5;
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const LABEL_MARGIN_X: usize = 14;
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const LABEL_MARGIN_Y: usize = 8;
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const LABEL_TEXT_GAP: usize = 4;
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@@ -48,7 +48,13 @@ impl SuitAtlas {
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layouts: &mut Assets<TextureAtlasLayout>,
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) -> Self {
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let texture: Handle<Image> = asset_server.load("symbole.png");
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let layout = TextureAtlasLayout::from_grid(UVec2::splat(32), 2, 2, None, None);
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let layout = TextureAtlasLayout::from_grid(
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UVec2::splat(32),
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ATLAS_COLS as u32,
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ATLAS_ROWS as u32,
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None,
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None,
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);
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let layout_handle = layouts.add(layout);
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Self { texture, layout: layout_handle }
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@@ -69,12 +75,6 @@ struct PlayerHandResource {
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cards: Vec<Card>,
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}
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#[derive(Component)]
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struct PlayerCardVisual {
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card: Card,
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index: usize,
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}
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// Marker for the base (non-atlas) sprite child under a card parent
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#[derive(Component)]
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struct BaseCardSprite;
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@@ -89,7 +89,8 @@ fn main() {
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}
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).set(ImagePlugin::default_nearest()))
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.add_systems(Startup, (setup_game, spawn_click_text))
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.add_systems(PostStartup, spawn_player_hand)
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// Spawn the player hand once the atlas image is fully loaded
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.add_systems(Update, spawn_player_hand)
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.add_systems(Update, update_click_text)
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.run();
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}
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@@ -126,9 +127,25 @@ fn setup_game(
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commands.insert_resource(ClickedLabel::default());
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let mut demo_cards = vec![
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Card { suit: Suit::Eichel, rank: Rank::Sieben },
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Card { suit: Suit::Gras, rank: Rank::Sieben },
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Card { suit: Suit::Eichel, rank: Rank::Acht },
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Card { suit: Suit::Gras, rank: Rank::Acht },
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Card { suit: Suit::Eichel, rank: Rank::Neun },
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Card { suit: Suit::Gras, rank: Rank::Neun },
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Card { suit: Suit::Eichel, rank: Rank::Zehn },
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Card { suit: Suit::Gras, rank: Rank::Zehn },
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Card { suit: Suit::Schell, rank: Rank::Zehn },
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Card { suit: Suit::Herz, rank: Rank::Zehn },
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];
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sort_cards(&mut demo_cards);
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//commands.insert_resource(PlayerHandResource { cards: demo_cards });
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commands.insert_resource(PlayerHandResource {
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cards: p1.hand().clone(),
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});
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});
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}
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fn spawn_click_text(mut commands: Commands, _asset_server: Res<AssetServer>) {
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@@ -154,13 +171,23 @@ fn spawn_player_hand(
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mut images: ResMut<Assets<Image>>,
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atlas: Res<SuitAtlas>,
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hand: Res<PlayerHandResource>,
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q_existing: Query<(), With<BaseCardSprite>>, // guard to spawn once
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) {
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// Only proceed once the atlas image is loaded and has CPU-side pixel data
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if images.get(&atlas.texture).and_then(|img| img.data.as_ref()).is_none() {
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return;
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}
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// Prevent spawning multiple times (system runs every frame)
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if !q_existing.is_empty() {
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return;
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}
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let spacing = CARD_WORLD_SIZE.x + 5.0;
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let start_x = -(spacing * (hand.cards.len() as f32 - 1.0) / 2.0);
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let y = -200.0;
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for (i, card) in hand.cards.iter().enumerate() {
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let base_handle = create_card_texture(&mut images, card);
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let base_handle = create_card_texture(&mut images, &atlas, card);
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let parent = commands
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.spawn(Transform::from_xyz(start_x + i as f32 * spacing, y, 0.0))
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@@ -180,28 +207,6 @@ fn spawn_player_hand(
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BaseCardSprite,
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))
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.observe(on_click_select(*card));
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c.spawn((
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Sprite::from_atlas_image(
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atlas.texture.clone(),
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TextureAtlas {
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layout: atlas.layout.clone(),
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index: atlas.index_for(card.suit),
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},
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),
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Transform::from_xyz(ICON_OFFSET_TL.x, ICON_OFFSET_TL.y, 0.1), // on top
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));
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c.spawn((
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Sprite::from_atlas_image(
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atlas.texture.clone(),
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TextureAtlas {
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layout: atlas.layout.clone(),
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index: atlas.index_for(card.suit),
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},
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),
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Transform::from_xyz(ICON_OFFSET_BR.x, ICON_OFFSET_BR.y, 0.1),
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));
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});
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}
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}
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@@ -210,34 +215,88 @@ fn sort_cards(cards: &mut Vec<Card>) {
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}
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fn create_card_texture(images: &mut Assets<Image>, card: &Card) -> Handle<Image> {
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fn create_card_texture(images: &mut Assets<Image>, atlas: &SuitAtlas, card: &Card) -> Handle<Image> {
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let mut pixels = vec![0u8; CARD_TEXTURE_WIDTH * CARD_TEXTURE_HEIGHT * 4];
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let top_h = CARD_TEXTURE_HEIGHT / 2;
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let border_gap = 9;
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let card_radius = 10;
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let background = suit_background(card.suit);
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// Initialize with transparent background
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let transparent = [0, 0, 0, 0];
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for chunk in pixels.chunks_exact_mut(4) {
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chunk.copy_from_slice(&background);
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chunk.copy_from_slice(&transparent);
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}
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draw_border(&mut pixels, [45, 45, 45, 255]);
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let background = [255, 255, 255, 255];
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draw_rounded_rect_filled(
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&mut pixels,
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0,
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0,
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CARD_TEXTURE_WIDTH,
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top_h,
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card_radius,
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background,
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);
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// Blit a suit/rank pattern (pips) from the atlas into the base texture
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if let Some(atlas_img) = images.get(&atlas.texture) {
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let dest_x = (CARD_TEXTURE_WIDTH.saturating_sub(SUIT_ICON_PX)) / 2;
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let dest_y = top_h;
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// Build the pip layout for this card and blit it in one go
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let pattern = pip_layout(card, dest_x as i32, dest_y as i32);
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blit_pattern(
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&mut pixels,
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CARD_TEXTURE_WIDTH,
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CARD_TEXTURE_HEIGHT,
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atlas_img,
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&pattern,
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);
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}
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// Draw a rounded rectangle border in the TOP half with 9px gap from card edge and 6px radius.
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// This will be mirrored to the bottom half later.
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let border_color = [45, 45, 45, 255];
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let radius = card_radius - border_gap + 2;
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draw_rounded_rect_border(
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&mut pixels,
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border_gap,
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border_gap,
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CARD_TEXTURE_WIDTH - border_gap,
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top_h,
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radius,
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border_color,
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);
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let rank_text = rank_label(card.rank);
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let ink = [15, 15, 15, 255];
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let white_bg = [255, 255, 255, 255];
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let rank_text_len = rank_text.chars().count();
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let rank_text_width = if rank_text_len == 0 {
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0
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} else {
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(rank_text_len - 1) * GLYPH_STRIDE + GLYPH_WIDTH
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};
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let top_label_x = LABEL_MARGIN_X;
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let top_label_y = LABEL_MARGIN_Y + SUIT_ICON_PX + LABEL_TEXT_GAP;
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let bottom_label_x = CARD_TEXTURE_WIDTH.saturating_sub(LABEL_MARGIN_X + rank_text_width);
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let bottom_label_y = CARD_TEXTURE_HEIGHT
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.saturating_sub(LABEL_MARGIN_Y + SUIT_ICON_PX + LABEL_TEXT_GAP + GLYPH_HEIGHT);
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// Draw rank labels centered on the vertical border with white background
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let text_width = rank_text_len * GLYPH_STRIDE - 1; // -1 because last char has no trailing space
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let bg_padding = 1; // padding used in draw_text_with_bg
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let total_box_width = text_width + 2 * bg_padding;
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let vertical_padding = 5; // padding from the corner vertically
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// Top-left corner label - centered on the left border line
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let left_border_x = border_gap;
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let label_x_left = left_border_x - (total_box_width / 2) + bg_padding;
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let label_y = border_gap + radius + vertical_padding;
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draw_text_with_bg(&mut pixels, label_x_left, label_y, rank_text, ink, white_bg);
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draw_text(&mut pixels, top_label_x, top_label_y, rank_text, ink);
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draw_text(&mut pixels, bottom_label_x, bottom_label_y, rank_text, ink);
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// Top-right corner label - centered on the right border line
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let right_border_x = CARD_TEXTURE_WIDTH - border_gap - 1;
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let label_x_right = right_border_x - (total_box_width / 2) + bg_padding;
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draw_text_with_bg(&mut pixels, label_x_right, label_y, rank_text, ink, white_bg);
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// Mirror the entire top half of the card to the bottom half (rotated 180°)
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mirror_top_half_to_bottom(&mut pixels, CARD_TEXTURE_WIDTH, CARD_TEXTURE_HEIGHT);
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// No outer border needed - the card has rounded corners with transparency outside
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let extent = Extent3d {
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width: CARD_TEXTURE_WIDTH as u32,
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@@ -256,15 +315,487 @@ fn create_card_texture(images: &mut Assets<Image>, card: &Card) -> Handle<Image>
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images.add(image)
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}
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fn draw_border(pixels: &mut [u8], color: [u8; 4]) {
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for x in 0..CARD_TEXTURE_WIDTH {
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set_pixel(pixels, x, 0, color);
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set_pixel(pixels, x, CARD_TEXTURE_HEIGHT - 1, color);
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// Describes a single blit operation from the atlas into the card texture.
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// x,y are absolute pixel coordinates for the top-left of the 32x32 icon within the card texture.
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// rotation: 0=0°, 1=90° CW, 2=180°, 3=270° CW
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#[derive(Clone, Copy, Debug)]
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struct AtlasBlit {
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index: usize,
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x: i32,
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y: i32,
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rotation: u8, // 0, 1, 2, or 3 for 0°, 90°, 180°, 270°
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}
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// Apply a list of AtlasBlit operations in order.
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fn blit_pattern(
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dest_pixels: &mut [u8],
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dest_w: usize,
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dest_h: usize,
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atlas_img: &Image,
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pattern: &[AtlasBlit],
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) {
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for op in pattern {
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// Skip negative origins; cast to usize only when non-negative
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if op.x < 0 || op.y < 0 { continue; }
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blit_atlas_icon_top_left(
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dest_pixels,
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dest_w,
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dest_h,
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atlas_img,
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op.index,
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op.x as usize,
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op.y as usize,
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op.rotation,
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);
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}
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}
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fn suit_to_atlas_index(suit: Suit) -> usize {
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match suit {
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Suit::Eichel => 0,
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Suit::Gras => 1,
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Suit::Herz => 2,
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Suit::Schell => 3,
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}
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}
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fn pip_layout(card: &Card, dest_x: i32, dest_y: i32) -> Vec<AtlasBlit> {
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use Rank::*;
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use Suit::*;
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let HORIZONTAL_SPACING = 29;
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let CROWN_SPACING = 94;
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match (card.suit, card.rank) {
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(Herz, Neun) => vec![
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AtlasBlit { index: 4, x: dest_x, y: dest_y - 46, rotation: 0 },
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AtlasBlit { index: 5, x: dest_x, y: dest_y - 65, rotation: 0 },
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AtlasBlit { index: 4, x: dest_x, y: dest_y - 84, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 34, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 53, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 72, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 34, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 53, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 72, rotation: 0 },
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],
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(Herz, Acht) => vec![
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AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 34, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 50, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 66, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 82, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 34, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 50, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 66, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 82, rotation: 0 },
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],
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(Herz, Sieben) => vec![
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AtlasBlit { index: 2, x: dest_x, y: dest_y - 84, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 34, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 53, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 72, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 34, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 53, rotation: 0 },
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AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 72, rotation: 0 },
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],
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(Schell, Neun) => vec![
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AtlasBlit { index: 7, x: dest_x, y: dest_y - 46, rotation: 0 },
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AtlasBlit { index: 3, x: dest_x, y: dest_y - 46, rotation: 0 },
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AtlasBlit { index: 3, x: dest_x, y: dest_y - 65, rotation: 0 },
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AtlasBlit { index: 3, x: dest_x, y: dest_y - 84, rotation: 0 },
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AtlasBlit { index: 7, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 },
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AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 },
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AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 54, rotation: 0 },
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AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 70, rotation: 0 },
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AtlasBlit { index: 7, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 },
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AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 },
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AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 54, rotation: 0 },
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AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 70, rotation: 0 },
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],
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(Schell, Acht) => vec![
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AtlasBlit { index: 7, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 34, rotation: 0 },
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AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 34, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 50, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 66, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 82, rotation: 0 },
|
||||
|
||||
AtlasBlit { index: 7, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 34, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 34, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 50, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 66, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 82, rotation: 0 },
|
||||
],
|
||||
(Schell, Sieben) => vec![
|
||||
AtlasBlit { index: 7, x: dest_x, y: dest_y - 84, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x, y: dest_y - 84, rotation: 0 },
|
||||
|
||||
AtlasBlit { index: 7, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 54, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 70, rotation: 0 },
|
||||
|
||||
AtlasBlit { index: 7, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 54, rotation: 0 },
|
||||
AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 70, rotation: 0 },
|
||||
],
|
||||
(Schell, Zehn) | (Herz, Zehn) => {
|
||||
let suit = card.suit;
|
||||
let id = suit_to_atlas_index(suit);
|
||||
let mut blits = Vec::new();
|
||||
|
||||
let mut spacing = 16;
|
||||
|
||||
// Right column
|
||||
for i in 0..3 {
|
||||
blits.push(AtlasBlit {
|
||||
index: id,
|
||||
x: dest_x + HORIZONTAL_SPACING,
|
||||
y: dest_y - 36 - (i * spacing),
|
||||
rotation: 0,
|
||||
});
|
||||
|
||||
// Schell decor
|
||||
if (i==0 && suit==Schell) {
|
||||
blits.push(AtlasBlit {
|
||||
index: 7,
|
||||
x: dest_x + HORIZONTAL_SPACING,
|
||||
y: dest_y - 36 - (i * spacing),
|
||||
rotation: 0,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Left column
|
||||
for i in 0..3 {
|
||||
blits.push(AtlasBlit {
|
||||
index: id,
|
||||
x: dest_x - HORIZONTAL_SPACING,
|
||||
y: dest_y - 36 - (i * spacing),
|
||||
rotation: 0,
|
||||
});
|
||||
|
||||
// Schell decor
|
||||
if (i==0 && suit==Schell) {
|
||||
blits.push(AtlasBlit {
|
||||
index: 7,
|
||||
x: dest_x - HORIZONTAL_SPACING,
|
||||
y: dest_y - 36 - (i * spacing),
|
||||
rotation: 0,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
let center_setoff = 29;
|
||||
|
||||
// Center column
|
||||
if suit == Schell {
|
||||
// Schell pattern with decorative overlay on first pip
|
||||
blits.push(AtlasBlit { index: 7, x: dest_x, y: dest_y - center_setoff, rotation: 0 });
|
||||
for i in 0..4 {
|
||||
blits.push(AtlasBlit {
|
||||
index: 3,
|
||||
x: dest_x,
|
||||
y: dest_y - center_setoff - (i * spacing),
|
||||
rotation: 0,
|
||||
});
|
||||
}
|
||||
} else {
|
||||
// Herz pattern (alternating heart types)
|
||||
let indices = [5, 4, 5, 4];
|
||||
for i in 0..4 {
|
||||
blits.push(AtlasBlit {
|
||||
index: indices[i],
|
||||
x: dest_x,
|
||||
y: dest_y - 28 - (i as i32 * spacing),
|
||||
rotation: 0,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Center bottom crown
|
||||
blits.push(AtlasBlit { index: 6, x: dest_x, y: dest_y - CROWN_SPACING, rotation: 0 });
|
||||
|
||||
blits
|
||||
},
|
||||
(Gras, Acht) | (Eichel, Acht) => {
|
||||
let suit = card.suit;
|
||||
let id = suit_to_atlas_index(suit);
|
||||
let mut blits = Vec::new();
|
||||
|
||||
let spacing = if suit == Eichel { 17 } else { 16 };
|
||||
|
||||
// Right column
|
||||
for i in 0..4 {
|
||||
blits.push(AtlasBlit {
|
||||
index: id,
|
||||
x: dest_x + HORIZONTAL_SPACING,
|
||||
y: dest_y - 32 - (i * spacing),
|
||||
rotation: 3,
|
||||
});
|
||||
}
|
||||
|
||||
// Left column
|
||||
for i in 0..4 {
|
||||
blits.push(AtlasBlit {
|
||||
index: id,
|
||||
x: dest_x - HORIZONTAL_SPACING,
|
||||
y: dest_y - 32 - (i * spacing),
|
||||
rotation: 1,
|
||||
});
|
||||
}
|
||||
|
||||
blits
|
||||
},
|
||||
(Gras, Zehn) | (Eichel, Zehn) => {
|
||||
let suit = card.suit;
|
||||
let id = suit_to_atlas_index(suit);
|
||||
let mut blits = Vec::new();
|
||||
|
||||
let mut spacing = 13;
|
||||
if suit == Eichel {
|
||||
spacing = 14;
|
||||
}
|
||||
|
||||
// Right column
|
||||
for i in 0..5 {
|
||||
blits.push(AtlasBlit {
|
||||
index: id,
|
||||
x: dest_x + HORIZONTAL_SPACING,
|
||||
y: dest_y - 32 - (i * spacing),
|
||||
rotation: 3,
|
||||
});
|
||||
}
|
||||
|
||||
// Left column
|
||||
for i in 0..5 {
|
||||
blits.push(AtlasBlit {
|
||||
index: id,
|
||||
x: dest_x - HORIZONTAL_SPACING,
|
||||
y: dest_y - 32 - (i * spacing),
|
||||
rotation: 1,
|
||||
});
|
||||
}
|
||||
|
||||
// Center bottom crown
|
||||
blits.push(AtlasBlit { index: 6, x: dest_x, y: dest_y - CROWN_SPACING, rotation: 0 });
|
||||
|
||||
blits
|
||||
},
|
||||
(_, Koenig) | (_, Ober) => {
|
||||
let id = suit_to_atlas_index(card.suit);
|
||||
vec![
|
||||
AtlasBlit { index: id, x: dest_x - 28, y: dest_y - 82, rotation: 0 },
|
||||
]
|
||||
},
|
||||
(_, Unter) => {
|
||||
let id = suit_to_atlas_index(card.suit);
|
||||
vec![
|
||||
AtlasBlit { index: id, x: dest_x - 28, y: dest_y - 34, rotation: 0 },
|
||||
]
|
||||
},
|
||||
(Schell, Ass) | (Herz, Ass) => {
|
||||
let id = if card.suit == Schell { 8 } else { 9 };
|
||||
vec![
|
||||
AtlasBlit { index: id, x: dest_x + 26, y: dest_y - 82, rotation: 0 },
|
||||
AtlasBlit { index: id, x: dest_x - 26, y: dest_y - 82, rotation: 1 },
|
||||
]
|
||||
},
|
||||
(Gras, Ass) | (Eichel, Ass) => {
|
||||
let id = suit_to_atlas_index(card.suit);
|
||||
vec![
|
||||
AtlasBlit { index: id, x: dest_x + 26, y: dest_y - 82, rotation: 3 },
|
||||
AtlasBlit { index: id, x: dest_x - 26, y: dest_y - 82, rotation: 1 },
|
||||
]
|
||||
},
|
||||
(_, _) => {
|
||||
let id = suit_to_atlas_index(card.suit);
|
||||
vec![
|
||||
AtlasBlit { index: id, x: dest_x, y: dest_y - 32, rotation: 0 },
|
||||
]
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
fn blit_atlas_icon_top_left(
|
||||
dest_pixels: &mut [u8],
|
||||
dest_w: usize,
|
||||
dest_h: usize,
|
||||
atlas_img: &Image,
|
||||
index: usize,
|
||||
dest_x: usize,
|
||||
dest_y: usize,
|
||||
rotation: u8,
|
||||
) {
|
||||
// Compute source top-left in the atlas based on index and known grid
|
||||
let col = index % ATLAS_COLS;
|
||||
let row = index / ATLAS_COLS;
|
||||
let src_x = col * SUIT_ICON_PX;
|
||||
let src_y = row * SUIT_ICON_PX;
|
||||
|
||||
let atlas_w = SUIT_ICON_PX * ATLAS_COLS;
|
||||
let atlas_h = SUIT_ICON_PX * ATLAS_ROWS;
|
||||
|
||||
// Clip to destination bounds
|
||||
let max_w = SUIT_ICON_PX.min(dest_w.saturating_sub(dest_x));
|
||||
let max_h = SUIT_ICON_PX.min(dest_h.saturating_sub(dest_y));
|
||||
|
||||
if let Some(ref data) = atlas_img.data {
|
||||
for y in 0..max_h {
|
||||
for x in 0..max_w {
|
||||
// Apply rotation transformation to get source coordinates
|
||||
let (sx_offset, sy_offset) = match rotation {
|
||||
0 => (x, y), // 0°: no rotation
|
||||
1 => (SUIT_ICON_PX - 1 - y, x), // 90° CW
|
||||
2 => (SUIT_ICON_PX - 1 - x, SUIT_ICON_PX - 1 - y), // 180°
|
||||
3 => (y, SUIT_ICON_PX - 1 - x), // 270° CW (or 90° CCW)
|
||||
_ => (x, y), // fallback
|
||||
};
|
||||
|
||||
let sx = src_x + sx_offset;
|
||||
let sy = src_y + sy_offset;
|
||||
|
||||
if sx >= atlas_w || sy >= atlas_h {
|
||||
continue;
|
||||
}
|
||||
|
||||
let dx = dest_x + x;
|
||||
let dy = dest_y + y;
|
||||
|
||||
let s_index = (sy * atlas_w + sx) * 4;
|
||||
let d_index = (dy * dest_w + dx) * 4;
|
||||
|
||||
if s_index + 4 <= data.len() && d_index + 4 <= dest_pixels.len() {
|
||||
let a = data[s_index + 3];
|
||||
if a == 0 { continue; }
|
||||
dest_pixels[d_index + 0] = data[s_index + 0];
|
||||
dest_pixels[d_index + 1] = data[s_index + 1];
|
||||
dest_pixels[d_index + 2] = data[s_index + 2];
|
||||
dest_pixels[d_index + 3] = 255; // opaque result
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_rounded_rect_filled(
|
||||
pixels: &mut [u8],
|
||||
x1: usize,
|
||||
y1: usize,
|
||||
x2: usize,
|
||||
y2: usize,
|
||||
radius: usize,
|
||||
color: [u8; 4],
|
||||
) {
|
||||
let r = radius as i32;
|
||||
|
||||
for y in y1..y2 {
|
||||
for x in x1..x2 {
|
||||
let mut inside = false;
|
||||
|
||||
// Check if we're in the main rectangle body (not in TOP corner regions)
|
||||
if x >= x1 + radius && x < x2.saturating_sub(radius) {
|
||||
// Middle horizontal section - always inside
|
||||
inside = true;
|
||||
} else if y >= y1 + radius {
|
||||
// Below the top corners - always inside (full width)
|
||||
inside = true;
|
||||
} else {
|
||||
// We're in a TOP corner region - check distance from corner center
|
||||
let (cx, cy) = if x < x1 + radius {
|
||||
// Top-left corner
|
||||
(x1 + radius, y1 + radius)
|
||||
} else {
|
||||
// Top-right corner
|
||||
(x2.saturating_sub(radius + 1), y1 + radius)
|
||||
};
|
||||
|
||||
let dx = x as i32 - cx as i32;
|
||||
let dy = y as i32 - cy as i32;
|
||||
let dist_sq = dx * dx + dy * dy;
|
||||
|
||||
if dist_sq <= r * r {
|
||||
inside = true;
|
||||
}
|
||||
}
|
||||
|
||||
if inside {
|
||||
set_pixel(pixels, x, y, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_rounded_rect_border(
|
||||
pixels: &mut [u8],
|
||||
x1: usize,
|
||||
y1: usize,
|
||||
x2: usize,
|
||||
y2: usize,
|
||||
radius: usize,
|
||||
color: [u8; 4],
|
||||
) {
|
||||
// Draw top horizontal line (excluding corners)
|
||||
for x in (x1 + radius)..(x2.saturating_sub(radius)) {
|
||||
set_pixel(pixels, x, y1, color);
|
||||
}
|
||||
|
||||
for y in 0..CARD_TEXTURE_HEIGHT {
|
||||
set_pixel(pixels, 0, y, color);
|
||||
set_pixel(pixels, CARD_TEXTURE_WIDTH - 1, y, color);
|
||||
// NO bottom horizontal line - it will be mirrored from the top
|
||||
|
||||
// Draw left vertical line (excluding top corner, extending to bottom edge)
|
||||
for y in (y1 + radius)..y2 {
|
||||
set_pixel(pixels, x1, y, color);
|
||||
}
|
||||
|
||||
// Draw right vertical line (excluding top corner, extending to bottom edge)
|
||||
for y in (y1 + radius)..y2 {
|
||||
set_pixel(pixels, x2.saturating_sub(1), y, color);
|
||||
}
|
||||
|
||||
// Draw only the two top rounded corners
|
||||
draw_rounded_corner(pixels, x1 + radius, y1 + radius, radius, color, 0); // top-left
|
||||
draw_rounded_corner(pixels, x2.saturating_sub(radius + 1), y1 + radius, radius, color, 1); // top-right
|
||||
}
|
||||
|
||||
fn draw_rounded_corner(
|
||||
pixels: &mut [u8],
|
||||
cx: usize,
|
||||
cy: usize,
|
||||
radius: usize,
|
||||
color: [u8; 4],
|
||||
quadrant: u8,
|
||||
) {
|
||||
let r = radius as i32;
|
||||
for dy in -r..=r {
|
||||
for dx in -r..=r {
|
||||
let dist_sq = dx * dx + dy * dy;
|
||||
let inner_r_sq = (r - 1) * (r - 1);
|
||||
let outer_r_sq = r * r;
|
||||
|
||||
// Only draw pixels on the circle edge (border)
|
||||
if dist_sq >= inner_r_sq && dist_sq <= outer_r_sq {
|
||||
let draw = match quadrant {
|
||||
0 => dx <= 0 && dy <= 0, // top-left
|
||||
1 => dx >= 0 && dy <= 0, // top-right
|
||||
2 => dx <= 0 && dy >= 0, // bottom-left
|
||||
3 => dx >= 0 && dy >= 0, // bottom-right
|
||||
_ => false,
|
||||
};
|
||||
|
||||
if draw {
|
||||
let px = (cx as i32 + dx) as usize;
|
||||
let py = (cy as i32 + dy) as usize;
|
||||
set_pixel(pixels, px, py, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -278,11 +809,41 @@ fn draw_text(pixels: &mut [u8], start_x: usize, start_y: usize, text: &str, colo
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_text_with_bg(
|
||||
pixels: &mut [u8],
|
||||
start_x: usize,
|
||||
start_y: usize,
|
||||
text: &str,
|
||||
fg_color: [u8; 4],
|
||||
bg_color: [u8; 4],
|
||||
) {
|
||||
let text_len = text.chars().count();
|
||||
let text_width = if text_len > 0 { text_len * GLYPH_STRIDE - 1 } else { 0 };
|
||||
let padding = 1;
|
||||
|
||||
// Draw white background rectangle with padding
|
||||
let bg_x = start_x.saturating_sub(padding);
|
||||
let bg_y = start_y.saturating_sub(padding);
|
||||
let bg_width = text_width + 2 * padding;
|
||||
let bg_height = GLYPH_HEIGHT + 2 * padding;
|
||||
|
||||
for y in bg_y..(bg_y + bg_height) {
|
||||
for x in bg_x..(bg_x + bg_width) {
|
||||
set_pixel(pixels, x, y, bg_color);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the text on top
|
||||
draw_text(pixels, start_x, start_y, text, fg_color);
|
||||
}
|
||||
|
||||
fn draw_glyph(pixels: &mut [u8], start_x: usize, start_y: usize, glyph: [u8; 7], color: [u8; 4]) {
|
||||
for (row, pattern) in glyph.iter().enumerate() {
|
||||
for col in 0..5 {
|
||||
if (pattern >> (4 - col)) & 1 == 1 {
|
||||
// Draw the pixel and one to the right for bold effect
|
||||
set_pixel(pixels, start_x + col, start_y + row, color);
|
||||
set_pixel(pixels, start_x + col + 1, start_y + row, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -296,9 +857,35 @@ fn set_pixel(pixels: &mut [u8], x: usize, y: usize, color: [u8; 4]) {
|
||||
pixels[index..index + 4].copy_from_slice(&color);
|
||||
}
|
||||
|
||||
// Copy the top half of the image to the bottom half with a 180° rotation.
|
||||
// For each pixel (x, y) in the top half, write it to (W-1-x, H-1-y).
|
||||
fn mirror_top_half_to_bottom(pixels: &mut [u8], width: usize, height: usize) {
|
||||
let half_h = height / 2;
|
||||
for y in 0..half_h {
|
||||
for x in 0..width {
|
||||
let src_index = (y * width + x) * 4;
|
||||
let mx = width - 1 - x;
|
||||
let my = height - 1 - y;
|
||||
let dst_index = (my * width + mx) * 4;
|
||||
|
||||
// Read first to avoid overlapping mutable/immutable borrows
|
||||
let rgba = [
|
||||
pixels[src_index],
|
||||
pixels[src_index + 1],
|
||||
pixels[src_index + 2],
|
||||
pixels[src_index + 3],
|
||||
];
|
||||
pixels[dst_index] = rgba[0];
|
||||
pixels[dst_index + 1] = rgba[1];
|
||||
pixels[dst_index + 2] = rgba[2];
|
||||
pixels[dst_index + 3] = rgba[3];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn glyph_bitmap(ch: char) -> Option<[u8; 7]> {
|
||||
match ch {
|
||||
'0' => Some([0b01110, 0b10001, 0b10011, 0b10101, 0b11001, 0b10001, 0b01110]),
|
||||
'0' => Some([0b01110, 0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b01110]),
|
||||
'1' => Some([0b00100, 0b01100, 0b00100, 0b00100, 0b00100, 0b00100, 0b01110]),
|
||||
'7' => Some([0b11111, 0b00001, 0b00010, 0b00100, 0b01000, 0b01000, 0b01000]),
|
||||
'8' => Some([0b01110, 0b10001, 0b10001, 0b01110, 0b10001, 0b10001, 0b01110]),
|
||||
@@ -324,24 +911,6 @@ fn rank_label(rank: Rank) -> &'static str {
|
||||
}
|
||||
}
|
||||
|
||||
fn suit_background(suit: Suit) -> [u8; 4] {
|
||||
match suit {
|
||||
Suit::Eichel => [245, 235, 220, 255],
|
||||
Suit::Gras => [225, 245, 225, 255],
|
||||
Suit::Herz => [245, 225, 225, 255],
|
||||
Suit::Schell => [245, 240, 210, 255],
|
||||
}
|
||||
}
|
||||
|
||||
fn suit_color(suit: Suit) -> [u8; 4] {
|
||||
match suit {
|
||||
Suit::Eichel => [131, 100, 56, 255],
|
||||
Suit::Gras => [62, 120, 54, 255],
|
||||
Suit::Herz => [170, 40, 60, 255],
|
||||
Suit::Schell => [204, 142, 30, 255],
|
||||
}
|
||||
}
|
||||
|
||||
fn on_hover(
|
||||
) -> impl Fn(
|
||||
On<Pointer<Over>>,
|
||||
|
||||
Reference in New Issue
Block a user