Life! version 2

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@5912 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Guillermo Rodriguez Garcia
2000-02-08 20:04:48 +00:00
parent bf4d9b2b9b
commit e0a4029251
14 changed files with 2086 additions and 645 deletions

View File

@@ -1,6 +1,6 @@
/////////////////////////////////////////////////////////////////////////////
// Name: game.h
// Purpose: Life! game logic
// Purpose: Life! game logic, version 2
// Author: Guillermo Rodriguez Garcia, <guille@iies.es>
// Modified by:
// Created: Jan/2000
@@ -29,41 +29,37 @@
#endif
// --------------------------------------------------------------------------
// constants
// Cell
// --------------------------------------------------------------------------
// minimum and maximum table size, in each dimension
#define LIFE_MIN 20
#define LIFE_MAX 200
// --------------------------------------------------------------------------
// Cell and CellArray;
// --------------------------------------------------------------------------
typedef long Cell;
typedef wxArrayLong CellArray;
// A Cell is just a struct which contains a pair of (i, j) coords.
// These structs are not used internally anywhere; they are just
// used to pass cell coordinates around.
struct Cell
{
wxInt32 i;
wxInt32 j;
};
// --------------------------------------------------------------------------
// LifeShape
// --------------------------------------------------------------------------
// A class which holds a pattern
class LifeShape
{
public:
LifeShape::LifeShape(wxString name,
wxString desc,
int width, int height, char *data,
int fieldWidth = 20, int fieldHeight = 20,
bool wrap = TRUE)
int width,
int height,
char *data)
{
m_name = name;
m_desc = desc;
m_width = width;
m_height = height;
m_data = data;
m_fieldWidth = fieldWidth;
m_fieldHeight = fieldHeight;
m_wrap = wrap;
m_name = name;
m_desc = desc;
m_width = width;
m_height = height;
m_data = data;
}
wxString m_name;
@@ -71,59 +67,77 @@ public:
int m_width;
int m_height;
char *m_data;
int m_fieldWidth;
int m_fieldHeight;
bool m_wrap;
};
// --------------------------------------------------------------------------
// Life
// --------------------------------------------------------------------------
class CellBox;
class Life
{
public:
// ctor and dtor
Life(int width, int height);
Life();
~Life();
void Create(int width, int height);
void Destroy();
// game field
inline int GetWidth() const { return m_width; };
inline int GetHeight() const { return m_height; };
inline void SetBorderWrap(bool on) { m_wrap = on; };
// accessors
inline wxUint32 GetNumCells() const { return m_numcells; };
bool IsAlive (wxInt32 x, wxInt32 y);
void SetCell (wxInt32 x, wxInt32 y, bool alive = TRUE);
void SetShape(const LifeShape &shape);
// cells
bool IsAlive(int i, int j) const;
bool IsAlive(Cell c) const;
int GetX(Cell c) const;
int GetY(Cell c) const;
const CellArray* GetCells() const { return &m_cells; };
const CellArray* GetChangedCells() const { return &m_changed; };
// game logic
// game control
void Clear();
Cell SetCell(int i, int j, bool alive = TRUE);
void SetShape(LifeShape &shape);
bool NextTic();
// The following functions find cells within a given viewport; either
// all alive cells, or only those cells which have changed since last
// generation. You first call BeginFind() to specify the viewport,
// then keep calling FindMore() until it returns TRUE.
//
// BeginFind:
// Specify the viewport and whether to look for alive cells or for
// cells which have changed since the last generation and thus need
// to be repainted. In this latter case, there is no distinction
// between newborn or just-dead cells.
//
// FindMore:
// Fills an array with cells that match the specification given with
// BeginFind(). The array itself belongs to the Life object and must
// not be modified or freed by the caller. If this function returns
// FALSE, then the operation is not complete: just process all cells
// and call FillMore() again.
//
void BeginFind(wxInt32 i0, wxInt32 j0,
wxInt32 i1, wxInt32 j1,
bool changed);
bool FindMore(Cell *cells[], size_t *ncells);
private:
int GetNeighbors(int i, int j) const;
inline Cell MakeCell(int i, int j, bool alive) const;
// cellbox-related
CellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv);
CellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = TRUE);
void KillBox(CellBox *c);
enum CellFlags
{
CELL_DEAD = 0x0000, // is dead
CELL_ALIVE = 0x0001, // is alive
CELL_MARK = 0x0002, // will change / has changed
};
// helpers for FindMore & co.
void DoLine(wxInt32 i, wxInt32 j, wxUint32 alive, wxUint32 old);
void DoLine(wxInt32 i, wxInt32 j, wxUint32 alive);
int m_width;
int m_height;
CellArray m_cells;
CellArray m_changed;
bool m_wrap;
CellBox *m_head; // list of alive boxes
CellBox *m_available; // list of reusable dead boxes
CellBox **m_boxes; // hash table of alive boxes
wxUint32 m_numcells; // population (number of alive cells)
Cell *m_cells; // cell array for FindMore()
size_t m_ncells; // number of valid cells in cell array
wxInt32 m_i, m_j, // state vars for FindMore()
m_i0, m_j0,
m_i1, m_j1;
bool m_changed;
bool m_findmore;
};
#endif // _LIFE_GAME_H_