wxWidgets/demos/life/game.h

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/////////////////////////////////////////////////////////////////////////////
// Name: game.h
// Purpose: Life! game logic
// Author: Guillermo Rodriguez Garcia, <guille@iies.es>
// Modified by:
// Created: Jan/2000
// RCS-ID: $Id$
// Copyright: (c) 2000, Guillermo Rodriguez Garcia
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _LIFE_GAME_H_
#define _LIFE_GAME_H_
#if defined(__GNUG__) && !defined(__APPLE__)
#pragma interface "game.h"
#endif
// for compilers that support precompilation, includes "wx/wx.h"
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
// for all others, include the necessary headers
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
// --------------------------------------------------------------------------
// LifePattern
// --------------------------------------------------------------------------
// A class which holds a pattern
class LifePattern
{
public:
// This ctor is used by the LifeReader class
LifePattern(wxString name,
wxString description,
wxString rules,
wxArrayString shape)
{
m_name = name;
m_description = description;
m_rules = rules;
m_shape = shape;
};
// A more convenient ctor for the built-in samples
LifePattern(wxString name,
wxString description,
int width,
int height,
const char *shape)
{
m_name = name;
m_description = description;
m_rules = _("");
m_shape.Add( wxString::Format(_T("%i %i"), -width/2, -height/2) );
for(int j = 0; j < height; j++)
{
wxString tmp;
for(int i = 0; i < width; i++)
{
tmp += wxChar(shape[j * width + i]);
}
m_shape.Add( tmp );
}
};
wxString m_name;
wxString m_description;
wxString m_rules;
wxArrayString m_shape;
};
// --------------------------------------------------------------------------
// Life
// --------------------------------------------------------------------------
// A struct used to pass cell coordinates around
struct LifeCell
{
wxInt32 i;
wxInt32 j;
};
// A private class that contains data about a block of cells
class LifeCellBox;
// A class that models a Life game instance
class Life
{
public:
// ctor and dtor
Life();
~Life();
// accessors
inline wxUint32 GetNumCells() const { return m_numcells; };
inline wxString GetRules() const { return m_rules; };
inline wxString GetDescription() const { return m_description; };
bool IsAlive(wxInt32 x, wxInt32 y);
void SetCell(wxInt32 x, wxInt32 y, bool alive = TRUE);
void SetPattern(const LifePattern &pattern);
// game control
void Clear();
bool NextTic();
// navigation
LifeCell FindNorth();
LifeCell FindSouth();
LifeCell FindWest();
LifeCell FindEast();
LifeCell FindCenter();
// 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 x0, wxInt32 y0,
wxInt32 x1, wxInt32 y1,
bool changed);
bool FindMore(LifeCell *cells[], size_t *ncells);
private:
// cellbox-related
LifeCellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv);
LifeCellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = TRUE);
void KillBox(LifeCellBox *c);
// helper for BeginFind & FindMore
void DoLine(wxInt32 x, wxInt32 y, wxUint32 alive, wxUint32 old = 0);
// pattern description
wxString m_name; // name (currently unused)
wxString m_rules; // rules (currently unused)
wxString m_description; // description
// pattern data
LifeCellBox *m_head; // list of alive boxes
LifeCellBox *m_available; // list of reusable dead boxes
LifeCellBox **m_boxes; // hash table of alive boxes
wxUint32 m_numcells; // population (number of alive cells)
// state vars for BeginFind & FindMore
LifeCell *m_cells; // array of cells
size_t m_ncells; // number of valid entries in m_cells
wxInt32 m_x, m_y, // counters and search mode
m_x0, m_y0,
m_x1, m_y1;
bool m_changed;
bool m_findmore;
};
#endif // _LIFE_GAME_H_