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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136
demos/life/life.h
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136
demos/life/life.h
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/////////////////////////////////////////////////////////////////////////////
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// Name: life.h
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// Purpose: The game of life, created by J. H. Conway
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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_APP_H_
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#define _LIFE_APP_H_
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#ifdef __GNUG__
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#pragma interface "life.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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#include "game.h"
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// --------------------------------------------------------------------------
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// LifeCanvas
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// --------------------------------------------------------------------------
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class LifeCanvas : public wxScrolledWindow
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{
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public:
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// ctor and dtor
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LifeCanvas(wxWindow* parent, Life* life, bool interactive = TRUE);
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~LifeCanvas();
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// member functions
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void Reset();
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void DrawEverything(bool force = FALSE);
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void DrawCell(Cell c);
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void DrawCell(Cell c, wxDC &dc);
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inline int CellToCoord(int i) const { return (i * m_cellsize); };
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inline int CoordToCell(int x) const { return ((x >= 0)? (x / m_cellsize) : -1); };
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// event handlers
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void OnPaint(wxPaintEvent& event);
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void OnMouse(wxMouseEvent& event);
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void OnSize(wxSizeEvent& event);
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private:
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// any class wishing to process wxWindows events must use this macro
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DECLARE_EVENT_TABLE()
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enum MouseStatus
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{
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MOUSE_NOACTION,
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MOUSE_DRAWING,
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MOUSE_ERASING
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};
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Life *m_life;
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wxBitmap *m_bmp;
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int m_height;
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int m_width;
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int m_cellsize;
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wxCoord m_xoffset;
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wxCoord m_yoffset;
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MouseStatus m_status;
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bool m_interactive;
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};
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// --------------------------------------------------------------------------
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// LifeTimer
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// --------------------------------------------------------------------------
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// Life timer
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class LifeTimer : public wxTimer
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{
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public:
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void Notify();
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};
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// --------------------------------------------------------------------------
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// LifeFrame
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// --------------------------------------------------------------------------
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class LifeFrame : public wxFrame
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{
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public:
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// ctor and dtor
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LifeFrame();
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~LifeFrame();
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// member functions
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void UpdateInfoText();
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// event handlers
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void OnMenu(wxCommandEvent& event);
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void OnNewGame(wxCommandEvent& event);
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void OnSamples(wxCommandEvent& event);
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void OnStart();
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void OnStop();
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void OnTimer();
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void OnSlider(wxScrollEvent& event);
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private:
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// any class wishing to process wxWindows events must use this macro
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DECLARE_EVENT_TABLE()
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Life *m_life;
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LifeTimer *m_timer;
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LifeCanvas *m_canvas;
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wxStaticText *m_text;
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bool m_running;
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long m_interval;
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long m_tics;
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};
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// --------------------------------------------------------------------------
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// LifeApp
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// --------------------------------------------------------------------------
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class LifeApp : public wxApp
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{
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public:
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virtual bool OnInit();
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};
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#endif // _LIFE_APP_H_
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