wxWidgets/demos/bombs/bombs1.cpp

338 lines
11 KiB
C++

///////////////////////////////////////////////////////////////////////////////
// Name: bombs1.cpp
// Purpose: Bombs game
// Author: P. Foggia 1996
// Modified by: Wlodzimierz Skiba (ABX) since 2003
// Created: 1996
// Copyright: (c) 1996 P. Foggia
// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
/*
* implementation of the methods DrawField and OnEvent of the
* class BombsCanvas
*/
#include "wx/wxprec.h"
#ifndef WX_PRECOMP
# include "wx/wx.h"
#endif //precompiled headers
#include "bombs.h"
// Draws the field on the device context dc
// xc1,yc1 etc. are the (inclusive) limits of the area to be drawn,
// expressed in cells.
void BombsCanvas::DrawField(wxDC *dc, int xc1, int yc1, int xc2, int yc2)
{
wxString buf;
wxCoord chw, chh;
dc->SetPen(*wxBLACK_PEN);
int x, y;
int xMax = this->GetGridSizeInPixels().GetWidth();
int yMax = this->GetGridSizeInPixels().GetHeight();
for(x=xc1; x<=xc2; x++)
dc->DrawLine(x*m_cellWidth*X_UNIT, 0, x*m_cellWidth*X_UNIT, yMax);
for(y=xc1; y<=yc2; y++)
dc->DrawLine(0, y*m_cellHeight*Y_UNIT, xMax, y*m_cellHeight*Y_UNIT);
dc->SetFont(BOMBS_FONT);
for(x=xc1; x<=xc2; x++)
for(y=yc1; y<=yc2; y++)
{
if (m_game->IsMarked(x,y))
{
dc->SetPen(*wxBLACK_PEN);
if (m_game->IsFocussed(x, y))
dc->SetBrush(*wxMEDIUM_GREY_BRUSH);
else
dc->SetBrush(*wxLIGHT_GREY_BRUSH);
dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
buf = wxT("M");
if (!m_game->IsHidden(x,y) && m_game->IsBomb(x,y))
dc->SetTextForeground(*wxBLUE);
else
dc->SetTextForeground(*wxRED);
dc->SetTextBackground(*wxLIGHT_GREY);
dc->GetTextExtent(buf, &chw, &chh);
dc->DrawText( buf,
x*m_cellWidth*X_UNIT + (m_cellWidth*X_UNIT-chw)/2,
y*m_cellHeight*Y_UNIT + (m_cellHeight*Y_UNIT-chh)/2 );
if (!m_game->IsHidden(x,y) && m_game->IsBomb(x,y))
{
dc->SetPen(*wxRED_PEN);
dc->DrawLine(x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
(x+1)*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT);
dc->DrawLine(x*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT,
(x+1)*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT);
}
}
else if (m_game->IsHidden(x,y))
{
dc->SetPen(*wxBLACK_PEN);
if (m_game->IsFocussed(x, y))
dc->SetBrush(*wxMEDIUM_GREY_BRUSH);
else
dc->SetBrush(*wxLIGHT_GREY_BRUSH);
dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
}
else if (m_game->IsBomb(x,y))
{
dc->SetPen(*wxBLACK_PEN);
dc->SetBrush(*wxRED_BRUSH);
dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
buf = wxT("B");
dc->SetTextForeground(*wxBLACK);
dc->SetTextBackground(*wxRED);
dc->GetTextExtent(buf, &chw, &chh);
dc->DrawText( buf,
x*m_cellWidth*X_UNIT + (m_cellWidth*X_UNIT-chw)/2,
y*m_cellHeight*Y_UNIT + (m_cellHeight*Y_UNIT-chh)/2);
if (m_game->IsExploded(x,y))
{
dc->SetPen(*wxBLUE_PEN);
dc->DrawLine(x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
(x+1)*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT);
dc->DrawLine(x*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT,
(x+1)*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT);
}
}
else // Display a digit
{
dc->SetPen(*wxBLACK_PEN);
if (m_game->IsFocussed(x, y))
dc->SetBrush(*wxMEDIUM_GREY_BRUSH);
else if (m_game->IsSelected(x,y))
dc->SetBrush(*wxWHITE_BRUSH);
else
dc->SetBrush(*wxYELLOW_BRUSH);
dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
int digit_value = m_game->Get(x,y) & BG_MASK;
switch(digit_value)
{
case 0:
buf = wxT("0");
dc->SetTextForeground(*wxGREEN);
break;
case 1:
buf = wxT("1");
dc->SetTextForeground(*wxBLUE);
break;
default:
buf.Printf(wxT("%d"),digit_value);
dc->SetTextForeground(*wxBLACK);
break;
}
dc->GetTextExtent(buf, &chw, &chh);
dc->SetTextBackground(*wxWHITE);
dc->DrawText( buf,
x*m_cellWidth*X_UNIT + (m_cellWidth*X_UNIT-chw)/2,
y*m_cellHeight*Y_UNIT + (m_cellHeight*Y_UNIT-chh)/2);
}
}
dc->SetFont(wxNullFont);
wxString msg;
msg.Printf(wxT("%d bombs, %u marked, %d remaining cells"),
m_game->GetNumBombs(), m_game->GetNumMarkedCells(),
m_game->GetNumRemainingCells() );
#if wxUSE_LOG && wxUSE_STATUSBAR
wxLogStatus(msg);
#else
this->GetParent()->SetTitle(msg);
#endif
}
// Refreshes the field image
// xc1,yc1 etc. are the (inclusive) limits of the area to be drawn,
// expressed in cells.
void BombsCanvas::RefreshField(int xc1, int yc1, int xc2, int yc2)
{
wxClientDC dc(this);
DrawField(& dc, xc1, yc1, xc2, yc2);
if (m_bmp)
{
wxMemoryDC memDC;
memDC.SelectObject(*m_bmp);
DrawField(&memDC, xc1, yc1, xc2, yc2);
memDC.SelectObject(wxNullBitmap);
}
}
// Called when uncovering a cell.
void BombsCanvas::Uncover(int x, int y)
{
m_game->Unhide(x,y,true);
RefreshField(x, y, x, y);
const int gridWidth = m_game->GetWidth();
const int gridHeight = m_game->GetHeight();
const bool hasWon = m_game->GetNumRemainingCells() == 0;
if (m_game->IsBomb(x,y) || hasWon)
{
wxBell();
if (hasWon)
{
wxMessageBox(wxT("Nice! You found all the bombs!"),
wxT("wxWin Bombs"), wxOK|wxCENTRE);
}
else // x,y is a bomb
{
m_game->Explode(x, y);
}
for(x=0; x<gridWidth; x++)
for(y=0; y<gridHeight; y++)
m_game->Unhide(x,y,false);
RefreshField(0, 0, gridWidth-1, gridHeight-1);
}
else if (0 == (m_game->Get(x, y) & BG_MASK))
{
int left = ( x > 0 ) ? x-1 : 0;
int right = ( x < gridWidth - 1 )
? x+1
: gridWidth - 1;
int top = ( y > 0 ) ? y-1 : 0;
int bottom = ( y < gridHeight - 1 )
? y+1
: gridHeight - 1;
int i, j;
for (j=top; j<=bottom; j++)
for (i=left; i<=right; i++)
if ( (i != x || j != y) && m_game->IsHidden(i, j)
&& !m_game->IsMarked(i, j) )
{
Uncover(i, j);
}
}
}
// Called when the canvas receives a mouse event.
void BombsCanvas::OnMouseEvent(wxMouseEvent& event)
{
const int gridWidth = m_game->GetWidth();
const int gridHeight = m_game->GetHeight();
wxCoord fx, fy;
event.GetPosition(&fx, &fy);
int x = fx/(m_cellWidth*X_UNIT);
int y = fy/(m_cellHeight*Y_UNIT);
if (x<gridWidth && y<gridHeight)
{
if ( (event.RightDown() || (event.LeftDown() && event.ShiftDown()))
&& (m_game->IsHidden(x,y)
|| !m_game->GetNumRemainingCells() ) )
{
// store previous and current field
int prevFocusX = m_game->m_gridFocusX;
int prevFocusY = m_game->m_gridFocusY;
m_game->m_gridFocusX = x;
m_game->m_gridFocusY = y;
RefreshField(prevFocusX, prevFocusY, prevFocusX, prevFocusY);
m_game->Mark(x, y);
RefreshField(x, y, x, y);
return;
}
else if (event.LeftDown() && m_game->IsHidden(x,y)
&& !m_game->IsMarked(x,y))
{
// store previous and current field
int prevGridFocusX = m_game->m_gridFocusX;
int prevGridFocusY = m_game->m_gridFocusY;
m_game->m_gridFocusX = x;
m_game->m_gridFocusY = y;
RefreshField(prevGridFocusX, prevGridFocusY,
prevGridFocusX, prevGridFocusY);
Uncover(x, y);
return;
}
}
}
void BombsCanvas::OnChar(wxKeyEvent& event)
{
int keyCode = event.GetKeyCode();
int prevGridFocusX = m_game->m_gridFocusX;
int prevGridFocusY = m_game->m_gridFocusY;
const int gridWidth = m_game->GetWidth();
const int gridHeight = m_game->GetHeight();
switch(keyCode)
{
case WXK_RIGHT:
m_game->m_gridFocusX++;
if (m_game->m_gridFocusX >= gridWidth) m_game->m_gridFocusX = 0;
break;
case WXK_LEFT:
m_game->m_gridFocusX--;
if (m_game->m_gridFocusX<0) m_game->m_gridFocusX = gridWidth-1;
break;
case WXK_DOWN:
m_game->m_gridFocusY++;
if (m_game->m_gridFocusY >= gridHeight) m_game->m_gridFocusY = 0;
break;
case WXK_UP:
m_game->m_gridFocusY--;
if (m_game->m_gridFocusY<0) m_game->m_gridFocusY = gridHeight-1;
break;
case WXK_RETURN:
if ( (prevGridFocusX == m_game->m_gridFocusX)
&& (prevGridFocusY == m_game->m_gridFocusY)
&& (m_game->IsHidden(m_game->m_gridFocusX, m_game->m_gridFocusY)) )
{
m_game->Mark(m_game->m_gridFocusX, m_game->m_gridFocusY);
if (!m_game->IsMarked(m_game->m_gridFocusX, m_game->m_gridFocusY))
{
Uncover(m_game->m_gridFocusX, m_game->m_gridFocusY);
}
RefreshField(m_game->m_gridFocusX, m_game->m_gridFocusY,
m_game->m_gridFocusX, m_game->m_gridFocusY);
}
break;
default:
event.Skip();
}
if ((prevGridFocusX != m_game->m_gridFocusX)
|| (prevGridFocusY != m_game->m_gridFocusY))
{
// cause focused field to be visible after first key hit after launching new game
if( m_game->m_gridFocusX < 0 ) m_game->m_gridFocusX = 0;
if( m_game->m_gridFocusY < 0 ) m_game->m_gridFocusY = 0;
// refresh previous field and focused field
RefreshField(prevGridFocusX, prevGridFocusY,
prevGridFocusX, prevGridFocusY);
RefreshField(m_game->m_gridFocusX, m_game->m_gridFocusY,
m_game->m_gridFocusX, m_game->m_gridFocusY);
}
}