///////////////////////////////////////////////////////////////////////////// // Name: life.cpp // Purpose: The game of life, created by J. H. Conway // Author: Guillermo Rodriguez Garcia, // Modified by: // Created: Jan/2000 // RCS-ID: $Id$ // Copyright: (c) 2000, Guillermo Rodriguez Garcia // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// // ========================================================================== // headers, declarations, constants // ========================================================================== #ifdef __GNUG__ #pragma implementation "life.h" #endif #include "wx/statline.h" #include "life.h" #include "game.h" #include "dialogs.h" // -------------------------------------------------------------------------- // resources // -------------------------------------------------------------------------- #if defined(__WXGTK__) || defined(__WXMOTIF__) // the application icon #include "mondrian.xpm" // bitmap buttons for the toolbar #include "bitmaps/reset.xpm" #include "bitmaps/play.xpm" #include "bitmaps/stop.xpm" #include "bitmaps/zoomin.xpm" #include "bitmaps/zoomout.xpm" #endif // -------------------------------------------------------------------------- // constants // -------------------------------------------------------------------------- // IDs for the controls and the menu commands enum { // menu items and toolbar buttons ID_RESET = 1001, ID_SAMPLES, ID_ABOUT, ID_EXIT, ID_CENTER, ID_START, ID_STEP, ID_STOP, ID_ZOOMIN, ID_ZOOMOUT, ID_TOPSPEED, // speed selection slider ID_SLIDER }; // -------------------------------------------------------------------------- // event tables and other macros for wxWindows // -------------------------------------------------------------------------- // Event tables BEGIN_EVENT_TABLE(LifeFrame, wxFrame) EVT_MENU (ID_SAMPLES, LifeFrame::OnSamples) EVT_MENU (ID_RESET, LifeFrame::OnMenu) EVT_MENU (ID_ABOUT, LifeFrame::OnMenu) EVT_MENU (ID_EXIT, LifeFrame::OnMenu) EVT_MENU (ID_CENTER, LifeFrame::OnMenu) EVT_MENU (ID_START, LifeFrame::OnMenu) EVT_MENU (ID_STEP, LifeFrame::OnMenu) EVT_MENU (ID_STOP, LifeFrame::OnMenu) EVT_MENU (ID_ZOOMIN, LifeFrame::OnMenu) EVT_MENU (ID_ZOOMOUT, LifeFrame::OnMenu) EVT_MENU (ID_TOPSPEED, LifeFrame::OnMenu) EVT_COMMAND_SCROLL (ID_SLIDER, LifeFrame::OnSlider) EVT_CLOSE ( LifeFrame::OnClose) END_EVENT_TABLE() BEGIN_EVENT_TABLE(LifeCanvas, wxWindow) EVT_PAINT ( LifeCanvas::OnPaint) EVT_SCROLLWIN ( LifeCanvas::OnScroll) EVT_SIZE ( LifeCanvas::OnSize) EVT_MOUSE_EVENTS ( LifeCanvas::OnMouse) EVT_ERASE_BACKGROUND( LifeCanvas::OnEraseBackground) END_EVENT_TABLE() // Create a new application object IMPLEMENT_APP(LifeApp) // ========================================================================== // implementation // ========================================================================== // some shortcuts #define ADD_TOOL(id, bmp, tooltip, help) \ toolBar->AddTool(id, bmp, wxNullBitmap, FALSE, -1, -1, (wxObject *)0, tooltip, help) #define GET_FRAME() ((LifeFrame *) wxGetApp().GetTopWindow()) // -------------------------------------------------------------------------- // LifeApp // -------------------------------------------------------------------------- // 'Main program' equivalent: the program execution "starts" here bool LifeApp::OnInit() { // create the main application window LifeFrame *frame = new LifeFrame(); // show it and tell the application that it's our main window frame->Show(TRUE); SetTopWindow(frame); // enter the main message loop and run the app return TRUE; } // -------------------------------------------------------------------------- // LifeFrame // -------------------------------------------------------------------------- // frame constructor LifeFrame::LifeFrame() : wxFrame((wxFrame *)0, -1, _("Life!"), wxPoint(50, 50)) { // frame icon SetIcon(wxICON(mondrian)); // menu bar wxMenu *menuFile = new wxMenu("", wxMENU_TEAROFF); wxMenu *menuGame = new wxMenu("", wxMENU_TEAROFF); menuFile->Append(ID_RESET, _("Reset"), _("Start a new game")); menuFile->Append(ID_SAMPLES, _("Sample game..."), _("Select a sample configuration")); menuFile->AppendSeparator(); menuFile->Append(ID_ABOUT, _("&About...\tCtrl-A"), _("Show about dialog")); menuFile->AppendSeparator(); menuFile->Append(ID_EXIT, _("E&xit\tAlt-X"), _("Quit this program")); menuGame->Append(ID_CENTER, _("Re¢er\tCtrl-C"), _("Go to (0, 0)")); menuGame->Append(ID_START, _("&Start\tCtrl-S"), _("Start")); menuGame->Append(ID_STEP, _("&Next\tCtrl-N"), _("Single step")); menuGame->Append(ID_STOP, _("S&top\tCtrl-T"), _("Stop")); menuGame->Enable(ID_STOP, FALSE); menuGame->AppendSeparator(); menuGame->Append(ID_TOPSPEED, _("Top speed!"), _("Go as fast as possible")); menuGame->AppendSeparator(); menuGame->Append(ID_ZOOMIN, _("Zoom &in\tCtrl-I")); menuGame->Append(ID_ZOOMOUT, _("Zoom &out\tCtrl-O")); wxMenuBar *menuBar = new wxMenuBar(); menuBar->Append(menuFile, _("&File")); menuBar->Append(menuGame, _("&Game")); SetMenuBar(menuBar); // tool bar wxBitmap tbBitmaps[5]; tbBitmaps[0] = wxBITMAP(reset); tbBitmaps[1] = wxBITMAP(play); tbBitmaps[2] = wxBITMAP(stop); tbBitmaps[3] = wxBITMAP(zoomin); tbBitmaps[4] = wxBITMAP(zoomout); wxToolBar *toolBar = CreateToolBar(); toolBar->SetMargins(5, 5); toolBar->SetToolBitmapSize(wxSize(16, 16)); ADD_TOOL(ID_RESET, tbBitmaps[0], _("Reset"), _("Start a new game")); ADD_TOOL(ID_START, tbBitmaps[1], _("Start"), _("Start")); ADD_TOOL(ID_STOP, tbBitmaps[2], _("Stop"), _("Stop")); toolBar->AddSeparator(); ADD_TOOL(ID_ZOOMIN, tbBitmaps[3], _("Zoom in"), _("Zoom in")); ADD_TOOL(ID_ZOOMOUT, tbBitmaps[4], _("Zoom out"), _("Zoom out")); toolBar->Realize(); toolBar->EnableTool(ID_STOP, FALSE); // must be after Realize() ! // status bar CreateStatusBar(2); SetStatusText(_("Welcome to Life!")); // game and canvas wxPanel *panel = new wxPanel(this, -1); m_life = new Life(); m_canvas = new LifeCanvas(panel, m_life); m_timer = new LifeTimer(); m_running = FALSE; m_topspeed = FALSE; m_interval = 500; m_tics = 0; m_text = new wxStaticText(panel, -1, ""); UpdateInfoText(); // speed selection slider wxSlider *slider = new wxSlider(panel, ID_SLIDER, 5, 1, 10, wxDefaultPosition, wxSize(200, -1), wxSL_HORIZONTAL | wxSL_AUTOTICKS); // component layout wxBoxSizer *sizer = new wxBoxSizer(wxVERTICAL); sizer->Add(new wxStaticLine(panel, -1), 0, wxGROW | wxCENTRE); sizer->Add(m_canvas, 1, wxGROW | wxCENTRE | wxALL, 5); sizer->Add(new wxStaticLine(panel, -1), 0, wxGROW | wxCENTRE); sizer->Add(m_text, 0, wxCENTRE | wxTOP, 5); sizer->Add(slider, 0, wxCENTRE | wxALL, 5); panel->SetSizer(sizer); panel->SetAutoLayout(TRUE); sizer->Fit(this); sizer->SetSizeHints(this); } LifeFrame::~LifeFrame() { delete m_timer; } void LifeFrame::UpdateInfoText() { wxString msg; msg.Printf(_(" Generation: %u (T: %u ms), Population: %u "), m_tics, m_topspeed? 0 : m_interval, m_life->GetNumCells()); m_text->SetLabel(msg); } // Enable or disable tools and menu entries according to the current // state. See also wxEVT_UPDATE_UI events for a slightly different // way to do this. void LifeFrame::UpdateUI() { // start / stop GetToolBar()->EnableTool(ID_START, !m_running); GetToolBar()->EnableTool(ID_STOP, m_running); GetMenuBar()->GetMenu(1)->Enable(ID_START, !m_running); GetMenuBar()->GetMenu(1)->Enable(ID_STEP, !m_running); GetMenuBar()->GetMenu(1)->Enable(ID_STOP, m_running); // zooming int cellsize = m_canvas->GetCellSize(); GetToolBar()->EnableTool(ID_ZOOMIN, cellsize < 32); GetToolBar()->EnableTool(ID_ZOOMOUT, cellsize > 1); GetMenuBar()->GetMenu(1)->Enable(ID_ZOOMIN, cellsize < 32); GetMenuBar()->GetMenu(1)->Enable(ID_ZOOMOUT, cellsize > 1); } // event handlers void LifeFrame::OnMenu(wxCommandEvent& event) { switch (event.GetId()) { case ID_CENTER : m_canvas->Recenter(0, 0); break; case ID_START : OnStart(); break; case ID_STEP : OnTimer(); break; case ID_STOP : OnStop(); break; case ID_ZOOMIN : { int cellsize = m_canvas->GetCellSize(); if (cellsize < 32) { m_canvas->SetCellSize(cellsize * 2); UpdateUI(); } break; } case ID_ZOOMOUT : { int cellsize = m_canvas->GetCellSize(); if (cellsize > 1) { m_canvas->SetCellSize(cellsize / 2); UpdateUI(); } break; } case ID_TOPSPEED: { m_running = TRUE; m_topspeed = TRUE; UpdateUI(); while (m_running && m_topspeed) { OnTimer(); wxYield(); } break; } case ID_RESET: { // stop if it was running OnStop(); m_life->Clear(); m_canvas->Recenter(0, 0); m_tics = 0; UpdateInfoText(); break; } case ID_ABOUT: { LifeAboutDialog dialog(this); dialog.ShowModal(); break; } case ID_EXIT : { // TRUE is to force the frame to close Close(TRUE); break; } } } void LifeFrame::OnClose(wxCloseEvent& WXUNUSED(event)) { // Stop if it was running; this is absolutely needed because // the frame won't be actually destroyed until there are no // more pending events, and this in turn won't ever happen // if the timer is running faster than the window can redraw. OnStop(); Destroy(); } void LifeFrame::OnSamples(wxCommandEvent& WXUNUSED(event)) { // stop if it was running OnStop(); // dialog box LifeSamplesDialog dialog(this); // new game? if (dialog.ShowModal() == wxID_OK) { const LifeShape shape = dialog.GetShape(); // put the shape m_life->Clear(); m_life->SetShape(shape); // recenter canvas m_canvas->Recenter(0, 0); m_tics = 0; UpdateInfoText(); } } void LifeFrame::OnStart() { if (!m_running) { m_timer->Start(m_interval); m_running = TRUE; UpdateUI(); } } void LifeFrame::OnStop() { if (m_running) { m_timer->Stop(); m_running = FALSE; m_topspeed = FALSE; UpdateUI(); } } void LifeFrame::OnTimer() { if (m_life->NextTic()) m_tics++; else OnStop(); m_canvas->DrawChanged(); UpdateInfoText(); } void LifeFrame::OnSlider(wxScrollEvent& event) { m_interval = event.GetPosition() * 100; if (m_running) { OnStop(); OnStart(); } UpdateInfoText(); } // -------------------------------------------------------------------------- // LifeTimer // -------------------------------------------------------------------------- void LifeTimer::Notify() { GET_FRAME()->OnTimer(); }; // -------------------------------------------------------------------------- // LifeCanvas // -------------------------------------------------------------------------- // canvas constructor LifeCanvas::LifeCanvas(wxWindow *parent, Life *life, bool interactive) : wxWindow(parent, -1, wxPoint(0, 0), wxSize(100, 100), wxSUNKEN_BORDER) { m_life = life; m_interactive = interactive; m_cellsize = 8; m_status = MOUSE_NOACTION; m_viewportX = 0; m_viewportY = 0; m_viewportH = 0; m_viewportW = 0; if (m_interactive) SetCursor(*wxCROSS_CURSOR); // reduce flicker if wxEVT_ERASE_BACKGROUND is not available SetBackgroundColour(*wxWHITE); } LifeCanvas::~LifeCanvas() { delete m_life; } // recenter at the given position void LifeCanvas::Recenter(wxInt32 i, wxInt32 j) { m_viewportX = i - m_viewportW / 2; m_viewportY = j - m_viewportH / 2; // redraw everything Refresh(FALSE); } // set the cell size and refresh display void LifeCanvas::SetCellSize(int cellsize) { m_cellsize = cellsize; // find current center wxInt32 cx = m_viewportX + m_viewportW / 2; wxInt32 cy = m_viewportY + m_viewportH / 2; // get current canvas size and adjust viewport accordingly wxCoord w, h; GetClientSize(&w, &h); m_viewportW = (w + m_cellsize - 1) / m_cellsize; m_viewportH = (h + m_cellsize - 1) / m_cellsize; // recenter m_viewportX = cx - m_viewportW / 2; m_viewportY = cy - m_viewportH / 2; // adjust scrollbars if (m_interactive) { SetScrollbar(wxHORIZONTAL, m_viewportW, m_viewportW, 3 * m_viewportW); SetScrollbar(wxVERTICAL, m_viewportH, m_viewportH, 3 * m_viewportH); m_thumbX = m_viewportW; m_thumbY = m_viewportH; } Refresh(FALSE); } // draw a cell void LifeCanvas::DrawCell(wxInt32 i, wxInt32 j, bool alive) { wxClientDC dc(this); dc.SetPen(alive? *wxBLACK_PEN : *wxWHITE_PEN); dc.SetBrush(alive? *wxBLACK_BRUSH : *wxWHITE_BRUSH); dc.BeginDrawing(); DrawCell(i, j, dc); dc.EndDrawing(); } void LifeCanvas::DrawCell(wxInt32 i, wxInt32 j, wxDC &dc) { wxCoord x = CellToX(i); wxCoord y = CellToY(j); // if cellsize is 1 or 2, there will be no grid switch (m_cellsize) { case 1: dc.DrawPoint(x, y); break; case 2: dc.DrawRectangle(x, y, 2, 2); break; default: dc.DrawRectangle(x + 1, y + 1, m_cellsize - 1, m_cellsize - 1); } } // draw all changed cells void LifeCanvas::DrawChanged() { wxClientDC dc(this); size_t ncells; Cell *cells; bool done = FALSE; m_life->BeginFind(m_viewportX, m_viewportY, m_viewportX + m_viewportW, m_viewportY + m_viewportH, TRUE); dc.BeginDrawing(); dc.SetLogicalFunction(wxINVERT); if (m_cellsize == 1) { // drawn using DrawPoint dc.SetPen(*wxBLACK_PEN); } else { // drawn using DrawRectangle dc.SetPen(*wxTRANSPARENT_PEN); dc.SetBrush(*wxBLACK_BRUSH); } while (!done) { done = m_life->FindMore(&cells, &ncells); for (size_t m = 0; m < ncells; m++) DrawCell(cells[m].i, cells[m].j, dc); } dc.EndDrawing(); } // event handlers void LifeCanvas::OnPaint(wxPaintEvent& event) { wxPaintDC dc(this); wxRect rect = GetUpdateRegion().GetBox(); wxCoord x, y, w, h; wxInt32 i0, j0, i1, j1; // find damaged area x = rect.GetX(); y = rect.GetY(); w = rect.GetWidth(); h = rect.GetHeight(); i0 = XToCell(x); j0 = YToCell(y); i1 = XToCell(x + w - 1); j1 = YToCell(y + h - 1); size_t ncells; Cell *cells; bool done = FALSE; m_life->BeginFind(i0, j0, i1, j1, FALSE); done = m_life->FindMore(&cells, &ncells); // erase all damaged cells and draw the grid dc.BeginDrawing(); dc.SetBrush(*wxWHITE_BRUSH); if (m_cellsize <= 2) { // no grid dc.SetPen(*wxWHITE_PEN); dc.DrawRectangle(x, y, w, h); } else { x = CellToX(i0); y = CellToY(j0); w = CellToX(i1 + 1) - x + 1; h = CellToY(j1 + 1) - y + 1; dc.SetPen(*wxLIGHT_GREY_PEN); for (wxInt32 yy = y; yy <= (y + h - m_cellsize); yy += m_cellsize) dc.DrawRectangle(x, yy, w, m_cellsize + 1); for (wxInt32 xx = x; xx <= (x + w - m_cellsize); xx += m_cellsize) dc.DrawLine(xx, y, xx, y + h); } // draw all alive cells dc.SetPen(*wxBLACK_PEN); dc.SetBrush(*wxBLACK_BRUSH); while (!done) { for (size_t m = 0; m < ncells; m++) DrawCell(cells[m].i, cells[m].j, dc); done = m_life->FindMore(&cells, &ncells); } // last set for (size_t m = 0; m < ncells; m++) DrawCell(cells[m].i, cells[m].j, dc); dc.EndDrawing(); } void LifeCanvas::OnMouse(wxMouseEvent& event) { if (!m_interactive) return; // which cell are we pointing at? wxInt32 i = XToCell( event.GetX() ); wxInt32 j = YToCell( event.GetY() ); // set statusbar text wxString msg; msg.Printf(_("Cell: (%d, %d)"), i, j); GET_FRAME()->SetStatusText(msg, 1); // button pressed? if (!event.LeftIsDown()) { m_status = MOUSE_NOACTION; return; } // button just pressed? if (m_status == MOUSE_NOACTION) { // yes, update status and toggle this cell m_status = (m_life->IsAlive(i, j)? MOUSE_ERASING : MOUSE_DRAWING); m_mi = i; m_mj = j; m_life->SetCell(i, j, m_status == MOUSE_DRAWING); DrawCell(i, j, m_status == MOUSE_DRAWING); } else if ((m_mi != i) || (m_mj != j)) { // draw a line of cells using Bresenham's algorithm wxInt32 d, ii, jj, di, ai, si, dj, aj, sj; di = i - m_mi; ai = abs(di) << 1; si = (di < 0)? -1 : 1; dj = j - m_mj; aj = abs(dj) << 1; sj = (dj < 0)? -1 : 1; ii = m_mi; jj = m_mj; if (ai > aj) { // iterate over i d = aj - (ai >> 1); while (ii != i) { m_life->SetCell(ii, jj, m_status == MOUSE_DRAWING); DrawCell(ii, jj, m_status == MOUSE_DRAWING); if (d >= 0) { jj += sj; d -= ai; } ii += si; d += aj; } } else { // iterate over j d = ai - (aj >> 1); while (jj != j) { m_life->SetCell(ii, jj, m_status == MOUSE_DRAWING); DrawCell(ii, jj, m_status == MOUSE_DRAWING); if (d >= 0) { ii += si; d -= aj; } jj += sj; d += ai; } } // last cell m_life->SetCell(ii, jj, m_status == MOUSE_DRAWING); DrawCell(ii, jj, m_status == MOUSE_DRAWING); m_mi = ii; m_mj = jj; } GET_FRAME()->UpdateInfoText(); } void LifeCanvas::OnSize(wxSizeEvent& event) { // find center wxInt32 cx = m_viewportX + m_viewportW / 2; wxInt32 cy = m_viewportY + m_viewportH / 2; // get new size wxCoord w = event.GetSize().GetX(); wxCoord h = event.GetSize().GetY(); m_viewportW = (w + m_cellsize - 1) / m_cellsize; m_viewportH = (h + m_cellsize - 1) / m_cellsize; // recenter m_viewportX = cx - m_viewportW / 2; m_viewportY = cy - m_viewportH / 2; // scrollbars if (m_interactive) { SetScrollbar(wxHORIZONTAL, m_viewportW, m_viewportW, 3 * m_viewportW); SetScrollbar(wxVERTICAL, m_viewportH, m_viewportH, 3 * m_viewportH); m_thumbX = m_viewportW; m_thumbY = m_viewportH; } // allow default processing event.Skip(); } void LifeCanvas::OnScroll(wxScrollWinEvent& event) { WXTYPE type = event.GetEventType(); int pos = event.GetPosition(); int orient = event.GetOrientation(); bool scrolling = event.IsScrolling(); int scrollinc = 0; // calculate scroll increment switch (type) { case wxEVT_SCROLLWIN_TOP: { if (orient == wxHORIZONTAL) scrollinc = -m_viewportW; else scrollinc = -m_viewportH; break; } case wxEVT_SCROLLWIN_BOTTOM: { if (orient == wxHORIZONTAL) scrollinc = m_viewportW; else scrollinc = m_viewportH; break; } case wxEVT_SCROLLWIN_LINEUP: scrollinc = -1; break; case wxEVT_SCROLLWIN_LINEDOWN: scrollinc = +1; break; case wxEVT_SCROLLWIN_PAGEUP: scrollinc = -10; break; case wxEVT_SCROLLWIN_PAGEDOWN: scrollinc = +10; break; case wxEVT_SCROLLWIN_THUMBTRACK: { if (scrolling) { // user is dragging the thumb in the scrollbar if (orient == wxHORIZONTAL) { scrollinc = pos - m_thumbX; m_thumbX = pos; } else { scrollinc = pos - m_thumbY; m_thumbY = pos; } } else { // user released the thumb after dragging m_thumbX = m_viewportW; m_thumbY = m_viewportH; } break; } } #ifdef __WXGTK__ // what about Motif? // wxGTK updates the thumb automatically (wxMSW doesn't); reset it back if ((type != wxEVT_SCROLLWIN_THUMBTRACK) || !scrolling) { SetScrollbar(wxHORIZONTAL, m_viewportW, m_viewportW, 3 * m_viewportW); SetScrollbar(wxVERTICAL, m_viewportH, m_viewportH, 3 * m_viewportH); } #endif if (scrollinc == 0) return; // scroll the window and adjust the viewport if (orient == wxHORIZONTAL) { m_viewportX += scrollinc; ScrollWindow( -m_cellsize * scrollinc, 0, (const wxRect *) NULL); } else { m_viewportY += scrollinc; ScrollWindow( 0, -m_cellsize * scrollinc, (const wxRect *) NULL); } } void LifeCanvas::OnEraseBackground(wxEraseEvent& WXUNUSED(event)) { // do nothing. I just don't want the background to be erased, you know. }