wxWidgets/demos/life/game.h
Guillermo Rodriguez Garcia e0a4029251 Life! version 2
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@5912 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2000-02-08 20:04:48 +00:00

144 lines
4.3 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: game.h
// Purpose: Life! game logic, version 2
// 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_
#ifdef __GNUG__
#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
// --------------------------------------------------------------------------
// Cell
// --------------------------------------------------------------------------
// A Cell is just a struct which contains a pair of (i, j) coords.
// These structs are not used internally anywhere; they are just
// used to pass cell coordinates around.
struct Cell
{
wxInt32 i;
wxInt32 j;
};
// --------------------------------------------------------------------------
// LifeShape
// --------------------------------------------------------------------------
// A class which holds a pattern
class LifeShape
{
public:
LifeShape::LifeShape(wxString name,
wxString desc,
int width,
int height,
char *data)
{
m_name = name;
m_desc = desc;
m_width = width;
m_height = height;
m_data = data;
}
wxString m_name;
wxString m_desc;
int m_width;
int m_height;
char *m_data;
};
// --------------------------------------------------------------------------
// Life
// --------------------------------------------------------------------------
class CellBox;
class Life
{
public:
// ctor and dtor
Life();
~Life();
// accessors
inline wxUint32 GetNumCells() const { return m_numcells; };
bool IsAlive (wxInt32 x, wxInt32 y);
void SetCell (wxInt32 x, wxInt32 y, bool alive = TRUE);
void SetShape(const LifeShape &shape);
// game control
void Clear();
bool NextTic();
// 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 i0, wxInt32 j0,
wxInt32 i1, wxInt32 j1,
bool changed);
bool FindMore(Cell *cells[], size_t *ncells);
private:
// cellbox-related
CellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv);
CellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = TRUE);
void KillBox(CellBox *c);
// helpers for FindMore & co.
void DoLine(wxInt32 i, wxInt32 j, wxUint32 alive, wxUint32 old);
void DoLine(wxInt32 i, wxInt32 j, wxUint32 alive);
CellBox *m_head; // list of alive boxes
CellBox *m_available; // list of reusable dead boxes
CellBox **m_boxes; // hash table of alive boxes
wxUint32 m_numcells; // population (number of alive cells)
Cell *m_cells; // cell array for FindMore()
size_t m_ncells; // number of valid cells in cell array
wxInt32 m_i, m_j, // state vars for FindMore()
m_i0, m_j0,
m_i1, m_j1;
bool m_changed;
bool m_findmore;
};
#endif // _LIFE_GAME_H_