Split the sample in three source files + three header files, for improved
clarity. Now there is a 'life' module (main app), a 'game' module (game logic) and a 'dialogs' module (guess what). Also, speeded up drawing a lot. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@5309 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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129
demos/life/game.h
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129
demos/life/game.h
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/////////////////////////////////////////////////////////////////////////////
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// Name: game.h
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// Purpose: Life! game logic
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// Author: Guillermo Rodriguez Garcia, <guille@iies.es>
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// Modified by:
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// Created: Jan/2000
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// RCS-ID: $Id$
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// Copyright: (c) 2000, Guillermo Rodriguez Garcia
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _LIFE_GAME_H_
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#define _LIFE_GAME_H_
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#ifdef __GNUG__
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#pragma interface "game.h"
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#endif
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// for compilers that support precompilation, includes "wx/wx.h"
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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#pragma hdrstop
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#endif
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// for all others, include the necessary headers
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#ifndef WX_PRECOMP
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#include "wx/wx.h"
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#endif
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// --------------------------------------------------------------------------
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// constants
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// --------------------------------------------------------------------------
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// minimum and maximum table size, in each dimension
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#define LIFE_MIN 20
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#define LIFE_MAX 200
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// --------------------------------------------------------------------------
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// Cell and CellArray;
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// --------------------------------------------------------------------------
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typedef long Cell;
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typedef wxArrayLong CellArray;
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// --------------------------------------------------------------------------
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// LifeShape
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// --------------------------------------------------------------------------
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class LifeShape
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{
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public:
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LifeShape::LifeShape(wxString name,
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wxString desc,
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int width, int height, char *data,
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int fieldWidth = 20, int fieldHeight = 20,
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bool wrap = TRUE)
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{
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m_name = name;
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m_desc = desc;
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m_width = width;
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m_height = height;
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m_data = data;
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m_fieldWidth = fieldWidth;
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m_fieldHeight = fieldHeight;
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m_wrap = wrap;
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}
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wxString m_name;
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wxString m_desc;
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int m_width;
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int m_height;
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char *m_data;
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int m_fieldWidth;
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int m_fieldHeight;
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bool m_wrap;
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};
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// --------------------------------------------------------------------------
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// Life
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// --------------------------------------------------------------------------
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class Life
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{
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public:
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// ctor and dtor
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Life(int width, int height);
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~Life();
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void Create(int width, int height);
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void Destroy();
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// game field
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inline int GetWidth() const { return m_width; };
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inline int GetHeight() const { return m_height; };
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inline void SetBorderWrap(bool on) { m_wrap = on; };
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// cells
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inline bool IsAlive(int i, int j) const;
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inline bool IsAlive(Cell c) const;
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inline int GetX(Cell c) const;
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inline int GetY(Cell c) const;
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const CellArray* GetCells() const { return &m_cells; };
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const CellArray* GetChangedCells() const { return &m_changed; };
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// game logic
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void Clear();
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Cell SetCell(int i, int j, bool alive = TRUE);
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void SetShape(LifeShape &shape);
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bool NextTic();
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private:
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int GetNeighbors(int i, int j) const;
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inline Cell MakeCell(int i, int j, bool alive) const;
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enum CellFlags
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{
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CELL_DEAD = 0x0000, // is dead
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CELL_ALIVE = 0x0001, // is alive
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CELL_MARK = 0x0002, // will change / has changed
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};
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int m_width;
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int m_height;
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CellArray m_cells;
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CellArray m_changed;
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bool m_wrap;
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};
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#endif // _LIFE_GAME_H_
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