pixsy/src/lib.rs

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use bitsy_parser::game::Game;
use bitsy_parser::image::Image;
use bitsy_parser::tile::Tile;
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use image::{GenericImageView, Pixel, DynamicImage};
use lazy_static::lazy_static;
use std::sync::Mutex;
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use wasm_bindgen::prelude::*;
const SD: u32 = 8;
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struct State {
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game: Option<Game>,
image: Option<DynamicImage>,
room_name: Option<String>,
palette: Option<String>,
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}
lazy_static! {
static ref STATE: Mutex<State> = Mutex::new(
State {
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game: None,
image: None,
room_name: None,
palette: None,
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}
);
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}
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fn tile_name(prefix: &Option<String>, index: &u32) -> Option<String> {
if let Some(prefix) = prefix {
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Some(format!("{} {}", prefix, index))
} else {
None
}
}
#[wasm_bindgen]
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pub fn load_default_game() {
let mut state = STATE.lock().unwrap();
state.game = Some(bitsy_parser::mock::game_default());
}
#[wasm_bindgen]
pub fn load_game(game_data: String) -> String {
let result = Game::from(game_data);
let mut state = STATE.lock().unwrap();
match result {
Ok(game) => {
state.game = Some(game);
"".to_string()
},
_ => {
state.game = None;
format!("{}", result.err().unwrap())
}
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}
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}
#[wasm_bindgen]
pub fn load_image(image_base64: String) -> String {
let mut state = STATE.lock().expect("Couldn't lock application state");
let image_base64: Vec<&str> = image_base64.split("base64,").collect();
let image_base64 = image_base64[1];
match base64::decode(image_base64) {
Ok(image) => {
match image::load_from_memory(image.as_ref()) {
Ok(image) => {
state.image = Some(image);
"OK"
},
_ => {
state.image = None;
"Couldn't load image"
}
}
},
_ => {
state.image = None;
"Couldn't decode image"
}
}.to_string()
}
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#[wasm_bindgen]
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pub fn set_room_name(room_name: String) {
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let mut state = STATE.lock().unwrap();
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match room_name.is_empty() {
true => { state.room_name = None },
false => { state.room_name = Some(room_name) },
}
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}
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#[wasm_bindgen]
pub fn set_palette(palette_id: String) {
let mut state = STATE.lock().unwrap();
match palette_id.is_empty() {
true => { state.palette = None },
false => { state.palette = Some(palette_id) },
}
}
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#[wasm_bindgen]
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pub fn add_room() -> String {
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let mut state = STATE.lock().expect("Couldn't lock application state");
if state.game.is_none() {
return "No game data loaded".to_string();
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}
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let mut game = state.game.clone().unwrap();
if state.image.is_none() {
return "No image loaded".to_string();
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}
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let width = state.image.as_ref().unwrap().width();
let height = state.image.as_ref().unwrap().height();
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let columns = (width as f64 / SD as f64).floor() as u32;
let rows = (height as f64 / SD as f64).floor() as u32;
let mut tile_index = 1;
for column in 0..columns {
for row in 0..rows {
let mut pixels = Vec::with_capacity(64);
for y in (row * SD)..((row + 1) * SD) {
for x in (column * SD)..((column + 1) * SD) {
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let pixel = state.image.as_ref().unwrap().get_pixel(x, y).to_rgb();
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let total = pixel[0] as u32 + pixel[1] as u32 + pixel[2] as u32;
// is each channel brighter than 128/255 on average?
pixels.push(if total >= 384 {1} else {0});
}
}
let tile = Tile {
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// "0" will get overwritten to a new, safe tile ID
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id: "0".to_string(),
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name: tile_name(&state.room_name, &tile_index),
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wall: None,
animation_frames: vec![Image { pixels }],
colour_id: None
};
if !game.tiles.contains(&tile) {
game.add_tile(tile.clone());
tile_index += 1;
}
}
}
game.dedupe_tiles();
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state.game = Some(game.to_owned());
"OK".to_string()
}
#[wasm_bindgen]
pub fn output() -> String {
let state = STATE.lock().unwrap();
match &state.game {
Some(game) => game.to_string(),
None => "No game loaded".to_string(),
}
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}
#[cfg(test)]
mod test {
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use crate::{add_tiles, load_image, load_default_game, output};
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#[test]
fn example() {
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load_default_game();
load_image(include_str!("test-resources/test.png.base64").to_string());
add_tiles();
assert_eq!(output(), include_str!("test-resources/expected.bitsy"));
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}
}