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connector.go
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package jumble
import (
"math"
)
// Connector connect two or more tiles.
type Connector struct {
Row int
Col int
color string
strokeUp bool
strokeRight bool
strokeDown bool
strokeLeft bool
arrowUp bool
arrowRight bool
arrowDown bool
arrowLeft bool
}
// ConnectorColor sets the connector strokes color
func ConnectorColor(hex string) func(c *Connector) {
return func(c *Connector) {
c.color = hex
}
}
// ConnectorArrowUp enable the arrow up on the connector
func ConnectorArrowUp() func(c *Connector) {
return func(c *Connector) {
c.arrowUp = true
}
}
// ConnectorArrowDown enable the arrow down on the connector
func ConnectorArrowDown() func(c *Connector) {
return func(c *Connector) {
c.arrowDown = true
}
}
// ConnectorArrowLeft enable the arrow left on the connector
func ConnectorArrowLeft() func(c *Connector) {
return func(c *Connector) {
c.arrowLeft = true
}
}
// ConnectorArrowRight enable the arrow right on the connector
func ConnectorArrowRight() func(c *Connector) {
return func(c *Connector) {
c.arrowRight = true
}
}
// VerticalConnector returns a vertical connector
func VerticalConnector(row, col int, opts ...func(*Connector)) Connector {
con := Connector{
Row: row,
Col: col,
strokeUp: true,
strokeDown: true,
color: "#000000",
}
for _, opt := range opts {
opt(&con)
}
return con
}
// HorizontalConnector returns a hotizontal connector
func HorizontalConnector(row, col int, opts ...func(*Connector)) Connector {
con := Connector{
Row: row,
Col: col,
strokeLeft: true,
strokeRight: true,
color: "#000000",
}
for _, opt := range opts {
opt(&con)
}
return con
}
// ElbowRightDownConnector returns a right (→) down (↓) elbow connector
func ElbowRightDownConnector(row, col int, opts ...func(*Connector)) Connector {
con := Connector{
Row: row,
Col: col,
strokeRight: true,
strokeDown: true,
color: "#000000",
}
for _, opt := range opts {
opt(&con)
}
return con
}
// ElbowRightUpConnector returns a right (→) up (↑) elbow connector
func ElbowRightUpConnector(row, col int, opts ...func(*Connector)) Connector {
con := Connector{
Row: row,
Col: col,
strokeRight: true,
strokeUp: true,
color: "#000000",
}
for _, opt := range opts {
opt(&con)
}
return con
}
// ElbowLeftUpConnector returns left (←) up (↑) elbow connector
func ElbowLeftUpConnector(row, col int, opts ...func(*Connector)) Connector {
con := Connector{
Row: row,
Col: col,
strokeLeft: true,
strokeUp: true,
color: "#000000",
}
for _, opt := range opts {
opt(&con)
}
return con
}
// ElbowLeftDownConnector returns left (←) down (↓) elbow connector
func ElbowLeftDownConnector(row, col int, opts ...func(*Connector)) Connector {
con := Connector{
Row: row,
Col: col,
strokeLeft: true,
strokeDown: true,
color: "#000000",
}
for _, opt := range opts {
opt(&con)
}
return con
}
// TeeUpConnector returns a tee connector (← ↑ →)
func TeeUpConnector(row, col int, opts ...func(*Connector)) Connector {
con := Connector{
Row: row,
Col: col,
strokeUp: true,
strokeLeft: true,
strokeRight: true,
color: "#000000",
}
for _, opt := range opts {
opt(&con)
}
return con
}
// TeeDownConnector returns a tee connector (← ↓ →)
func TeeDownConnector(row, col int, opts ...func(*Connector)) Connector {
con := Connector{
Row: row,
Col: col,
strokeDown: true,
strokeLeft: true,
strokeRight: true,
color: "#000000",
}
for _, opt := range opts {
opt(&con)
}
return con
}
// TeeLeftConnector returns a tee connector (← ↑ ↓)
func TeeLeftConnector(row, col int, opts ...func(*Connector)) Connector {
con := Connector{
Row: row,
Col: col,
strokeLeft: true,
strokeDown: true,
strokeUp: true,
color: "#000000",
}
for _, opt := range opts {
opt(&con)
}
return con
}
// TeeRightConnector returns a tee connector (↑ ↓ →)
func TeeRightConnector(row, col int, opts ...func(*Connector)) Connector {
con := Connector{
Row: row,
Col: col,
strokeRight: true,
strokeDown: true,
strokeUp: true,
color: "#000000",
}
for _, opt := range opts {
opt(&con)
}
return con
}
// CrossConnector returns a tee connector (← ↑ ↓ →)
func CrossConnector(row, col int, opts ...func(*Connector)) Connector {
con := Connector{
Row: row,
Col: col,
strokeRight: true,
strokeDown: true,
strokeUp: true,
strokeLeft: true,
color: "#000000",
}
for _, opt := range opts {
opt(&con)
}
return con
}
// Location returns the grid position (row, col)
func (c *Connector) Location() (int, int) {
return c.Row, c.Col
}
// Plot draws a connector on the grid.
func (c *Connector) Plot(g *Grid) error {
if err := g.VerifyInBounds(c.Row, c.Col); err != nil {
return err
}
const strokeMultiplier float64 = 0.03
w, h := g.CellSize(), g.CellSize()
lw := strokeMultiplier * math.Max(w, h)
center := g.CellCenter(c.Row, c.Col)
// Draw the shape.
dc := g.Context()
dc.Push()
dc.SetLineWidth(lw)
dc.SetHexColor(c.color)
dc.SetLineCapRound()
dc.Translate(center.X, center.Y)
if c.strokeUp {
dc.MoveTo(0.0, 0.0)
dc.LineTo(0.0, -0.5*h)
dc.Stroke()
}
if c.arrowUp {
as := 0.15 * w
x, y := 0.0, -0.5*h
dc.MoveTo(x, y)
dc.LineTo(x-as, y+as)
dc.LineTo(x+as, y+as)
dc.LineTo(x, y)
dc.Fill()
}
if c.strokeRight {
dc.MoveTo(0.0, 0.0)
dc.LineTo(0.5*w, 0.0)
dc.Stroke()
}
if c.arrowRight {
as := 0.15 * w
x, y := 0.5*w, 0.0
dc.MoveTo(x, y)
dc.LineTo(x-as, y-as)
dc.LineTo(x-as, y+as)
dc.LineTo(x, y)
dc.Fill()
}
if c.strokeDown {
dc.MoveTo(0.0, 0.0)
dc.LineTo(0.0, 0.5*h)
dc.Stroke()
}
if c.arrowDown {
as := 0.15 * w
x, y := 0.0, 0.5*h
dc.MoveTo(x, y)
dc.LineTo(x-as, y-as)
dc.LineTo(x+as, y-as)
dc.LineTo(x, y)
dc.Fill()
}
if c.strokeLeft {
dc.MoveTo(0.0, 0.0)
dc.LineTo(-0.5*w, 0.0)
dc.Stroke()
}
if c.arrowLeft {
as := 0.15 * w
x, y := -0.5*w, 0.0
dc.MoveTo(x, y)
dc.LineTo(x+as, y-as)
dc.LineTo(x+as, y+as)
dc.LineTo(x, y)
dc.Fill()
}
dc.Pop()
return nil
}