wxWidgets/demos/bombs/bombs1.cpp
Maarten Bent 4d8fad3d80 Fix warnings and modernize demo code
Fix wxFont, wxPen and wxBrush style deprecation warnings.
Add wxFALLTHROUGH to resolve implicit fallthrough warnings in switch statements.
Fix build error when using long for GetTextExtent (with wxUSE_GRID 0).
Remove unused icon from fractal demo.
2017-11-25 17:52:07 +01:00

341 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"
#ifdef __BORLANDC__
# pragma hdrstop
#endif
#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);
}
}