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1 /////////////////////////////////////////////////////////////////////////////
2 // Name: game.h
3 // Purpose: Life! game logic
4 // Author: Guillermo Rodriguez Garcia, <guille@iies.es>
5 // Modified by:
6 // Created: Jan/2000
7 // RCS-ID: $Id$
8 // Copyright: (c) 2000, Guillermo Rodriguez Garcia
9 // Licence: wxWindows licence
10 /////////////////////////////////////////////////////////////////////////////
11
12 #ifndef _LIFE_GAME_H_
13 #define _LIFE_GAME_H_
14
15 #if defined(__GNUG__) && !defined(__APPLE__)
16 #pragma interface "game.h"
17 #endif
18
19 // for compilers that support precompilation, includes "wx/wx.h"
20 #include "wx/wxprec.h"
21
22 #ifdef __BORLANDC__
23 #pragma hdrstop
24 #endif
25
26 // for all others, include the necessary headers
27 #ifndef WX_PRECOMP
28 #include "wx/wx.h"
29 #endif
30
31 // --------------------------------------------------------------------------
32 // LifePattern
33 // --------------------------------------------------------------------------
34
35 // A class which holds a pattern
36 class LifePattern
37 {
38 public:
39 // This ctor is used by the LifeReader class
40 LifePattern(wxString name,
41 wxString description,
42 wxString rules,
43 wxArrayString shape)
44 {
45 m_name = name;
46 m_description = description;
47 m_rules = rules;
48 m_shape = shape;
49 };
50
51 // A more convenient ctor for the built-in samples
52 LifePattern(wxString name,
53 wxString description,
54 int width,
55 int height,
56 const char *shape)
57 {
58 m_name = name;
59 m_description = description;
60 m_rules = _("");
61 m_shape.Add( wxString::Format(_T("%i %i"), -width/2, -height/2) );
62 for(int j = 0; j < height; j++)
63 {
64 wxString tmp;
65
66 for(int i = 0; i < width; i++)
67 {
68 tmp += wxChar(shape[j * width + i]);
69 }
70
71 m_shape.Add( tmp );
72 }
73 };
74
75 wxString m_name;
76 wxString m_description;
77 wxString m_rules;
78 wxArrayString m_shape;
79 };
80
81
82 // --------------------------------------------------------------------------
83 // Life
84 // --------------------------------------------------------------------------
85
86 // A struct used to pass cell coordinates around
87 struct LifeCell
88 {
89 wxInt32 i;
90 wxInt32 j;
91 };
92
93 // A private class that contains data about a block of cells
94 class LifeCellBox;
95
96 // A class that models a Life game instance
97 class Life
98 {
99 public:
100 // ctor and dtor
101 Life();
102 ~Life();
103
104 // accessors
105 inline wxUint32 GetNumCells() const { return m_numcells; };
106 inline wxString GetRules() const { return m_rules; };
107 inline wxString GetDescription() const { return m_description; };
108 bool IsAlive(wxInt32 x, wxInt32 y);
109 void SetCell(wxInt32 x, wxInt32 y, bool alive = true);
110 void SetPattern(const LifePattern &pattern);
111
112 // game control
113 void Clear();
114 bool NextTic();
115
116 // navigation
117 LifeCell FindNorth();
118 LifeCell FindSouth();
119 LifeCell FindWest();
120 LifeCell FindEast();
121 LifeCell FindCenter();
122
123 // The following functions find cells within a given viewport; either
124 // all alive cells, or only those cells which have changed since last
125 // generation. You first call BeginFind() to specify the viewport,
126 // then keep calling FindMore() until it returns true.
127 //
128 // BeginFind:
129 // Specify the viewport and whether to look for alive cells or for
130 // cells which have changed since the last generation and thus need
131 // to be repainted. In this latter case, there is no distinction
132 // between newborn or just-dead cells.
133 //
134 // FindMore:
135 // Fills an array with cells that match the specification given with
136 // BeginFind(). The array itself belongs to the Life object and must
137 // not be modified or freed by the caller. If this function returns
138 // false, then the operation is not complete: just process all cells
139 // and call FillMore() again.
140 //
141 void BeginFind(wxInt32 x0, wxInt32 y0,
142 wxInt32 x1, wxInt32 y1,
143 bool changed);
144 bool FindMore(LifeCell *cells[], size_t *ncells);
145
146 private:
147 // cellbox-related
148 LifeCellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv);
149 LifeCellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = true);
150 void KillBox(LifeCellBox *c);
151
152 // helper for BeginFind & FindMore
153 void DoLine(wxInt32 x, wxInt32 y, wxUint32 alive, wxUint32 old = 0);
154
155
156 // pattern description
157 wxString m_name; // name (currently unused)
158 wxString m_rules; // rules (currently unused)
159 wxString m_description; // description
160
161 // pattern data
162 LifeCellBox *m_head; // list of alive boxes
163 LifeCellBox *m_available; // list of reusable dead boxes
164 LifeCellBox **m_boxes; // hash table of alive boxes
165 wxUint32 m_numcells; // population (number of alive cells)
166
167 // state vars for BeginFind & FindMore
168 LifeCell *m_cells; // array of cells
169 size_t m_ncells; // number of valid entries in m_cells
170 wxInt32 m_x, m_y, // counters and search mode
171 m_x0, m_y0,
172 m_x1, m_y1;
173 bool m_changed;
174 bool m_findmore;
175 };
176
177 #endif // _LIFE_GAME_H_