wxWidgets/demos/life/life.cpp
Bryan Petty f6bcfd974e merged 2.2 branch
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@7748 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2000-07-15 19:51:35 +00:00

1098 lines
30 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: life.cpp
// Purpose: The game of Life, created by J. H. Conway
// Author: Guillermo Rodriguez Garcia, <guille@iies.es>
// 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
// For compilers that support precompilation, includes "wx/wx.h".
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
#include "wx/statline.h"
#include "wx/wfstream.h"
#include "wx/filedlg.h"
#include "life.h"
#include "game.h"
#include "dialogs.h"
#include "reader.h"
// --------------------------------------------------------------------------
// resources
// --------------------------------------------------------------------------
#if defined(__WXGTK__) || defined(__WXMOTIF__)
// application icon
#include "mondrian.xpm"
// bitmap buttons for the toolbar
#include "bitmaps/reset.xpm"
#include "bitmaps/open.xpm"
#include "bitmaps/play.xpm"
#include "bitmaps/stop.xpm"
#include "bitmaps/zoomin.xpm"
#include "bitmaps/zoomout.xpm"
#include "bitmaps/info.xpm"
// navigator
#include "bitmaps/north.xpm"
#include "bitmaps/south.xpm"
#include "bitmaps/east.xpm"
#include "bitmaps/west.xpm"
#include "bitmaps/center.xpm"
#endif
// --------------------------------------------------------------------------
// constants
// --------------------------------------------------------------------------
// IDs for the controls and the menu commands
enum
{
// timer
ID_TIMER = 1001,
// file menu
ID_NEW,
ID_OPEN,
ID_SAMPLES,
ID_ABOUT,
ID_EXIT,
// view menu
ID_SHOWNAV,
ID_ORIGIN,
ID_CENTER,
ID_NORTH,
ID_SOUTH,
ID_EAST,
ID_WEST,
ID_ZOOMIN,
ID_ZOOMOUT,
ID_INFO,
// game menu
ID_START,
ID_STEP,
ID_STOP,
ID_TOPSPEED,
// speed selection slider
ID_SLIDER,
};
// --------------------------------------------------------------------------
// event tables and other macros for wxWindows
// --------------------------------------------------------------------------
// Event tables
BEGIN_EVENT_TABLE(LifeFrame, wxFrame)
EVT_MENU (ID_NEW, LifeFrame::OnMenu)
EVT_MENU (ID_OPEN, LifeFrame::OnOpen)
EVT_MENU (ID_SAMPLES, LifeFrame::OnSamples)
EVT_MENU (ID_ABOUT, LifeFrame::OnMenu)
EVT_MENU (ID_EXIT, LifeFrame::OnMenu)
EVT_MENU (ID_SHOWNAV, LifeFrame::OnMenu)
EVT_MENU (ID_ORIGIN, LifeFrame::OnNavigate)
EVT_BUTTON (ID_CENTER, LifeFrame::OnNavigate)
EVT_BUTTON (ID_NORTH, LifeFrame::OnNavigate)
EVT_BUTTON (ID_SOUTH, LifeFrame::OnNavigate)
EVT_BUTTON (ID_EAST, LifeFrame::OnNavigate)
EVT_BUTTON (ID_WEST, LifeFrame::OnNavigate)
EVT_MENU (ID_ZOOMIN, LifeFrame::OnZoom)
EVT_MENU (ID_ZOOMOUT, LifeFrame::OnZoom)
EVT_MENU (ID_INFO, LifeFrame::OnMenu)
EVT_MENU (ID_START, LifeFrame::OnMenu)
EVT_MENU (ID_STEP, LifeFrame::OnMenu)
EVT_MENU (ID_STOP, LifeFrame::OnMenu)
EVT_MENU (ID_TOPSPEED, LifeFrame::OnMenu)
EVT_COMMAND_SCROLL (ID_SLIDER, LifeFrame::OnSlider)
EVT_TIMER (ID_TIMER, LifeFrame::OnTimer)
EVT_CLOSE ( LifeFrame::OnClose)
END_EVENT_TABLE()
BEGIN_EVENT_TABLE(LifeNavigator, wxMiniFrame)
EVT_CLOSE ( LifeNavigator::OnClose)
END_EVENT_TABLE()
BEGIN_EVENT_TABLE(LifeCanvas, wxWindow)
EVT_PAINT ( LifeCanvas::OnPaint)
EVT_SCROLLWIN ( LifeCanvas::OnScroll)
EVT_SIZE ( LifeCanvas::OnSize)
EVT_MOTION ( LifeCanvas::OnMouse)
EVT_LEFT_DOWN ( LifeCanvas::OnMouse)
EVT_LEFT_UP ( LifeCanvas::OnMouse)
EVT_LEFT_DCLICK ( 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)
// --------------------------------------------------------------------------
// 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);
// just for Motif
#ifdef __WXMOTIF__
frame->UpdateInfoText();
#endif
// enter the main message loop and run the app
return TRUE;
}
// --------------------------------------------------------------------------
// LifeFrame
// --------------------------------------------------------------------------
// frame constructor
LifeFrame::LifeFrame() : wxFrame((wxFrame *)0, -1, _("Life!"), wxPoint(200, 200))
{
// frame icon
SetIcon(wxICON(mondrian));
// menu bar
wxMenu *menuFile = new wxMenu("", wxMENU_TEAROFF);
wxMenu *menuView = new wxMenu("", wxMENU_TEAROFF);
wxMenu *menuGame = new wxMenu("", wxMENU_TEAROFF);
menuFile->Append(ID_NEW, _("&New"), _("Start a new game"));
menuFile->Append(ID_OPEN, _("&Open..."), _("Open an existing Life pattern"));
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"));
menuView->Append(ID_SHOWNAV, _("Navigation &toolbox"), _("Show or hide toolbox"), TRUE);
menuView->Check (ID_SHOWNAV, TRUE);
menuView->AppendSeparator();
menuView->Append(ID_ORIGIN, _("&Absolute origin"), _("Go to (0, 0)"));
menuView->Append(ID_CENTER, _("&Center of mass"), _("Find center of mass"));
menuView->Append(ID_NORTH, _("&North"), _("Find northernmost cell"));
menuView->Append(ID_SOUTH, _("&South"), _("Find southernmost cell"));
menuView->Append(ID_EAST, _("&East"), _("Find easternmost cell"));
menuView->Append(ID_WEST, _("&West"), _("Find westernmost cell"));
menuView->AppendSeparator();
menuView->Append(ID_ZOOMIN, _("Zoom &in\tCtrl-I"), _("Zoom in"));
menuView->Append(ID_ZOOMOUT, _("Zoom &out\tCtrl-O"), _("Zoom out"));
menuView->Append(ID_INFO, _("&Description...\tCtrl-D"), _("View pattern description"));
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, _("T&op speed!"), _("Go as fast as possible"));
wxMenuBar *menuBar = new wxMenuBar();
menuBar->Append(menuFile, _("&File"));
menuBar->Append(menuView, _("&View"));
menuBar->Append(menuGame, _("&Game"));
SetMenuBar(menuBar);
// tool bar
wxBitmap tbBitmaps[7];
tbBitmaps[0] = wxBITMAP(reset);
tbBitmaps[1] = wxBITMAP(open);
tbBitmaps[2] = wxBITMAP(zoomin);
tbBitmaps[3] = wxBITMAP(zoomout);
tbBitmaps[4] = wxBITMAP(info);
tbBitmaps[5] = wxBITMAP(play);
tbBitmaps[6] = wxBITMAP(stop);
wxToolBar *toolBar = CreateToolBar();
toolBar->SetMargins(5, 5);
toolBar->SetToolBitmapSize(wxSize(16, 16));
ADD_TOOL(ID_NEW, tbBitmaps[0], _("New"), _("Start a new game"));
ADD_TOOL(ID_OPEN, tbBitmaps[1], _("Open"), _("Open an existing Life pattern"));
toolBar->AddSeparator();
ADD_TOOL(ID_ZOOMIN, tbBitmaps[2], _("Zoom in"), _("Zoom in"));
ADD_TOOL(ID_ZOOMOUT, tbBitmaps[3], _("Zoom out"), _("Zoom out"));
ADD_TOOL(ID_INFO, tbBitmaps[4], _("Description"), _("Show description"));
toolBar->AddSeparator();
ADD_TOOL(ID_START, tbBitmaps[5], _("Start"), _("Start"));
ADD_TOOL(ID_STOP, tbBitmaps[6], _("Stop"), _("Stop"));
toolBar->Realize();
toolBar->EnableTool(ID_STOP, FALSE); // must be after Realize() !
// status bar
CreateStatusBar(2);
SetStatusText(_("Welcome to Life!"));
// game and timer
m_life = new Life();
m_timer = new wxTimer(this, ID_TIMER);
m_running = FALSE;
m_topspeed = FALSE;
m_interval = 500;
m_tics = 0;
// We use two different panels to reduce flicker in wxGTK, because
// some widgets (like wxStaticText) don't have their own X11 window,
// and thus updating the text would result in a refresh of the canvas
// if they belong to the same parent.
wxPanel *panel1 = new wxPanel(this, -1);
wxPanel *panel2 = new wxPanel(this, -1);
// canvas
m_canvas = new LifeCanvas(panel1, m_life);
// info panel
m_text = new wxStaticText(panel2, -1,
wxEmptyString,
wxDefaultPosition,
wxDefaultSize,
wxALIGN_CENTER | wxST_NO_AUTORESIZE);
wxSlider *slider = new wxSlider(panel2, ID_SLIDER,
5, 1, 10,
wxDefaultPosition,
wxSize(200, -1),
wxSL_HORIZONTAL | wxSL_AUTOTICKS);
UpdateInfoText();
// component layout
wxBoxSizer *sizer1 = new wxBoxSizer(wxVERTICAL);
wxBoxSizer *sizer2 = new wxBoxSizer(wxVERTICAL);
wxBoxSizer *sizer3 = new wxBoxSizer(wxVERTICAL);
sizer1->Add( new wxStaticLine(panel1, -1), 0, wxGROW );
sizer1->Add( m_canvas, 1, wxGROW | wxALL, 2 );
sizer1->Add( new wxStaticLine(panel1, -1), 0, wxGROW );
panel1->SetSizer( sizer1 );
panel1->SetAutoLayout( TRUE );
sizer1->Fit( panel1 );
sizer2->Add( m_text, 0, wxGROW | wxTOP, 4 );
sizer2->Add( slider, 0, wxCENTRE | wxALL, 4 );
panel2->SetSizer( sizer2 );
panel2->SetAutoLayout( TRUE );
sizer2->Fit( panel2 );
sizer3->Add( panel1, 1, wxGROW );
sizer3->Add( panel2, 0, wxGROW );
SetSizer( sizer3 );
SetAutoLayout( TRUE );
sizer3->Fit( this );
// set minimum frame size
sizer3->SetSizeHints( this );
// navigator frame
m_navigator = new LifeNavigator(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(2)->Enable(ID_START, !m_running);
GetMenuBar()->GetMenu(2)->Enable(ID_STEP, !m_running);
GetMenuBar()->GetMenu(2)->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 -----------------------------------------------------------
// OnMenu handles all events which don't have their own event handler
void LifeFrame::OnMenu(wxCommandEvent& event)
{
switch (event.GetId())
{
case ID_NEW:
{
// 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;
}
case ID_SHOWNAV :
{
bool checked = GetMenuBar()->GetMenu(1)->IsChecked(ID_SHOWNAV);
m_navigator->Show(checked);
break;
}
case ID_INFO:
{
wxString desc = m_life->GetDescription();
if ( desc.IsEmpty() )
desc = _("Not available");
// should we make the description editable here?
wxMessageBox(desc, _("Description"), wxOK | wxICON_INFORMATION);
break;
}
case ID_START : OnStart(); break;
case ID_STEP : OnStep(); break;
case ID_STOP : OnStop(); break;
case ID_TOPSPEED:
{
m_running = TRUE;
m_topspeed = TRUE;
UpdateUI();
while (m_running && m_topspeed)
{
OnStep();
wxYield();
}
break;
}
}
}
void LifeFrame::OnOpen(wxCommandEvent& WXUNUSED(event))
{
wxFileDialog filedlg(this,
_("Choose a file to open"),
_(""),
_(""),
_("Life patterns (*.lif)|*.lif|All files (*.*)|*.*"),
wxOPEN | wxFILE_MUST_EXIST);
if (filedlg.ShowModal() == wxID_OK)
{
wxFileInputStream stream(filedlg.GetFilename());
LifeReader reader(stream);
// the reader handles errors itself, no need to do anything here
if (reader.IsOk())
{
// stop if running and put the pattern
OnStop();
m_life->Clear();
m_life->SetPattern(reader.GetPattern());
// recenter canvas
m_canvas->Recenter(0, 0);
m_tics = 0;
UpdateInfoText();
}
}
}
void LifeFrame::OnSamples(wxCommandEvent& WXUNUSED(event))
{
// stop if it was running
OnStop();
// dialog box
LifeSamplesDialog dialog(this);
if (dialog.ShowModal() == wxID_OK)
{
const LifePattern pattern = dialog.GetPattern();
// put the pattern
m_life->Clear();
m_life->SetPattern(pattern);
// recenter canvas
m_canvas->Recenter(0, 0);
m_tics = 0;
UpdateInfoText();
}
}
void LifeFrame::OnZoom(wxCommandEvent& event)
{
int cellsize = m_canvas->GetCellSize();
if ((event.GetId() == ID_ZOOMIN) && cellsize < 32)
{
m_canvas->SetCellSize(cellsize * 2);
UpdateUI();
}
else if ((event.GetId() == ID_ZOOMOUT) && cellsize > 1)
{
m_canvas->SetCellSize(cellsize / 2);
UpdateUI();
}
}
void LifeFrame::OnNavigate(wxCommandEvent& event)
{
Cell c;
switch (event.GetId())
{
case ID_NORTH: c = m_life->FindNorth(); break;
case ID_SOUTH: c = m_life->FindSouth(); break;
case ID_WEST: c = m_life->FindWest(); break;
case ID_EAST: c = m_life->FindEast(); break;
case ID_CENTER: c = m_life->FindCenter(); break;
case ID_ORIGIN: c.i = c.j = 0; break;
}
m_canvas->Recenter(c.i, c.j);
}
void LifeFrame::OnSlider(wxScrollEvent& event)
{
m_interval = event.GetPosition() * 100;
if (m_running)
{
OnStop();
OnStart();
}
UpdateInfoText();
}
void LifeFrame::OnTimer(wxTimerEvent& WXUNUSED(event))
{
OnStep();
}
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::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::OnStep()
{
if (m_life->NextTic())
m_tics++;
else
OnStop();
m_canvas->DrawChanged();
UpdateInfoText();
}
// --------------------------------------------------------------------------
// LifeNavigator miniframe
// --------------------------------------------------------------------------
LifeNavigator::LifeNavigator(wxWindow *parent)
: wxMiniFrame(parent, -1,
_("Navigation"),
wxDefaultPosition,
wxDefaultSize,
wxCAPTION | wxSIMPLE_BORDER)
{
wxPanel *panel = new wxPanel(this, -1);
wxBoxSizer *sizer1 = new wxBoxSizer(wxVERTICAL);
wxBoxSizer *sizer2 = new wxBoxSizer(wxHORIZONTAL);
// create bitmaps and masks for the buttons
wxBitmap
bmpn = wxBITMAP(north),
bmpw = wxBITMAP(west),
bmpc = wxBITMAP(center),
bmpe = wxBITMAP(east),
bmps = wxBITMAP(south);
#if !defined(__WXGTK__) && !defined(__WXMOTIF__)
bmpn.SetMask(new wxMask(bmpn, *wxLIGHT_GREY));
bmpw.SetMask(new wxMask(bmpw, *wxLIGHT_GREY));
bmpc.SetMask(new wxMask(bmpc, *wxLIGHT_GREY));
bmpe.SetMask(new wxMask(bmpe, *wxLIGHT_GREY));
bmps.SetMask(new wxMask(bmps, *wxLIGHT_GREY));
#endif
// create the buttons and attach tooltips to them
wxBitmapButton
*bn = new wxBitmapButton(panel, ID_NORTH, bmpn),
*bw = new wxBitmapButton(panel, ID_WEST , bmpw),
*bc = new wxBitmapButton(panel, ID_CENTER, bmpc),
*be = new wxBitmapButton(panel, ID_EAST , bmpe),
*bs = new wxBitmapButton(panel, ID_SOUTH, bmps);
#if wxUSE_TOOLTIPS
bn->SetToolTip(_("Find northernmost cell"));
bw->SetToolTip(_("Find westernmost cell"));
bc->SetToolTip(_("Find center of mass"));
be->SetToolTip(_("Find easternmost cell"));
bs->SetToolTip(_("Find southernmost cell"));
#endif
// add buttons to sizers
sizer2->Add( bw, 0, wxCENTRE | wxWEST, 4 );
sizer2->Add( bc, 0, wxCENTRE);
sizer2->Add( be, 0, wxCENTRE | wxEAST, 4 );
sizer1->Add( bn, 0, wxCENTRE | wxNORTH, 4 );
sizer1->Add( sizer2 );
sizer1->Add( bs, 0, wxCENTRE | wxSOUTH, 4 );
// set the miniframe size
panel->SetSizer(sizer1);
panel->SetAutoLayout(TRUE);
sizer1->Fit(this);
sizer1->SetSizeHints(this);
// move it to a sensible position
wxRect parentRect = parent->GetRect();
wxSize childSize = GetSize();
int x = parentRect.GetX() +
parentRect.GetWidth();
int y = parentRect.GetY() +
(parentRect.GetHeight() - childSize.GetHeight()) / 4;
Move(x, y);
// done
Show(TRUE);
}
void LifeNavigator::OnClose(wxCloseEvent& event)
{
// avoid if we can
if (event.CanVeto())
event.Veto();
else
Destroy();
}
// --------------------------------------------------------------------------
// 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
int 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();
if (m_cellsize == 1)
{
dc.SetPen(*wxBLACK_PEN);
}
else
{
dc.SetPen(*wxTRANSPARENT_PEN);
dc.SetBrush(*wxBLACK_BRUSH);
}
dc.SetLogicalFunction(wxINVERT);
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);
((LifeFrame *) wxGetApp().GetTopWindow())->SetStatusText(msg, 1);
// NOTE that wxMouseEvent::LeftDown() and wxMouseEvent::LeftIsDown()
// have different semantics. The first one is used to signal that the
// button was just pressed (i.e., in "button down" events); the second
// one just describes the current status of the button, independently
// of the mouse event type. LeftIsDown is typically used in "mouse
// move" events, to test if the button is _still_ pressed.
// is the button down?
if (!event.LeftIsDown())
{
m_status = MOUSE_NOACTION;
return;
}
// was it pressed just now?
if (event.LeftDown())
{
// yes: start a new action 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))
{
// no: continue ongoing action
bool alive = (m_status == MOUSE_DRAWING);
// prepare DC and pen + brush to optimize drawing
wxClientDC dc(this);
dc.SetPen(alive? *wxBLACK_PEN : *wxWHITE_PEN);
dc.SetBrush(alive? *wxBLACK_BRUSH : *wxWHITE_BRUSH);
dc.BeginDrawing();
// 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, alive);
DrawCell(ii, jj, dc);
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, alive);
DrawCell(ii, jj, dc);
if (d >= 0)
{
ii += si;
d -= aj;
}
jj += sj;
d += ai;
}
}
// last cell
m_life->SetCell(ii, jj, alive);
DrawCell(ii, jj, dc);
m_mi = ii;
m_mj = jj;
dc.EndDrawing();
}
((LifeFrame *) wxGetApp().GetTopWindow())->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();
// calculate scroll increment
int scrollinc = 0;
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 (orient == wxHORIZONTAL)
{
scrollinc = pos - m_thumbX;
m_thumbX = pos;
}
else
{
scrollinc = pos - m_thumbY;
m_thumbY = pos;
}
break;
}
case wxEVT_SCROLLWIN_THUMBRELEASE:
{
m_thumbX = m_viewportW;
m_thumbY = m_viewportH;
}
}
#if defined(__WXGTK__) || defined(__WXMOTIF__)
// wxGTK and wxMotif update the thumb automatically (wxMSW doesn't);
// so reset it back as we always want it to be in the same position.
if (type != wxEVT_SCROLLWIN_THUMBTRACK)
{
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.
}