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Fix typo in an error message in XTI code.
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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 // --------------------------------------------------------------------------
16 // LifePattern
17 // --------------------------------------------------------------------------
18
19 // A class which holds a pattern
20 class LifePattern
21 {
22 public:
23 // This ctor is used by the LifeReader class
24 LifePattern(wxString name,
25 wxString description,
26 wxString rules,
27 wxArrayString shape)
28 {
29 m_name = name;
30 m_description = description;
31 m_rules = rules;
32 m_shape = shape;
33 };
34
35 // A more convenient ctor for the built-in samples
36 LifePattern(wxString name,
37 wxString description,
38 int width,
39 int height,
40 const char *shape)
41 {
42 m_name = name;
43 m_description = description;
44 m_rules = wxEmptyString;
45 // TODO: add the positions later, since the formatting command
46 // causes a crash due to conversion objects not being available
47 // during initialisation.
48 #ifndef __WXMAC__
49 m_shape.Add( wxString::Format(wxT("%i %i"), -width/2, -height/2) );
50 #endif
51 for(int j = 0; j < height; j++)
52 {
53 wxString tmp;
54
55 for(int i = 0; i < width; i++)
56 {
57 tmp += wxChar(shape[j * width + i]);
58 }
59
60 m_shape.Add( tmp );
61 }
62 };
63
64 wxString m_name;
65 wxString m_description;
66 wxString m_rules;
67 wxArrayString m_shape;
68 };
69
70
71 // --------------------------------------------------------------------------
72 // Life
73 // --------------------------------------------------------------------------
74
75 // A struct used to pass cell coordinates around
76 struct LifeCell
77 {
78 wxInt32 i;
79 wxInt32 j;
80 };
81
82 // A private class that contains data about a block of cells
83 class LifeCellBox;
84
85 // A class that models a Life game instance
86 class Life
87 {
88 public:
89 // ctor and dtor
90 Life();
91 ~Life();
92
93 // accessors
94 inline wxUint32 GetNumCells() const { return m_numcells; };
95 inline wxString GetRules() const { return m_rules; };
96 inline wxString GetDescription() const { return m_description; };
97 bool IsAlive(wxInt32 x, wxInt32 y);
98 void SetCell(wxInt32 x, wxInt32 y, bool alive = true);
99 void SetPattern(const LifePattern &pattern);
100
101 // game control
102 void Clear();
103 bool NextTic();
104
105 // navigation
106 LifeCell FindNorth();
107 LifeCell FindSouth();
108 LifeCell FindWest();
109 LifeCell FindEast();
110 LifeCell FindCenter();
111
112 // The following functions find cells within a given viewport; either
113 // all alive cells, or only those cells which have changed since last
114 // generation. You first call BeginFind() to specify the viewport,
115 // then keep calling FindMore() until it returns true.
116 //
117 // BeginFind:
118 // Specify the viewport and whether to look for alive cells or for
119 // cells which have changed since the last generation and thus need
120 // to be repainted. In this latter case, there is no distinction
121 // between newborn or just-dead cells.
122 //
123 // FindMore:
124 // Fills an array with cells that match the specification given with
125 // BeginFind(). The array itself belongs to the Life object and must
126 // not be modified or freed by the caller. If this function returns
127 // false, then the operation is not complete: just process all cells
128 // and call FillMore() again.
129 //
130 void BeginFind(wxInt32 x0, wxInt32 y0,
131 wxInt32 x1, wxInt32 y1,
132 bool changed);
133 bool FindMore(LifeCell *cells[], size_t *ncells);
134
135 private:
136 // cellbox-related
137 LifeCellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv);
138 LifeCellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = true);
139 void KillBox(LifeCellBox *c);
140
141 // helper for BeginFind & FindMore
142 void DoLine(wxInt32 x, wxInt32 y, wxUint32 alive, wxUint32 old = 0);
143
144
145 // pattern description
146 wxString m_name; // name (currently unused)
147 wxString m_rules; // rules (currently unused)
148 wxString m_description; // description
149
150 // pattern data
151 LifeCellBox *m_head; // list of alive boxes
152 LifeCellBox *m_available; // list of reusable dead boxes
153 LifeCellBox **m_boxes; // hash table of alive boxes
154 wxUint32 m_numcells; // population (number of alive cells)
155
156 // state vars for BeginFind & FindMore
157 LifeCell *m_cells; // array of cells
158 size_t m_ncells; // number of valid entries in m_cells
159 wxInt32 m_x, m_y, // counters and search mode
160 m_x0, m_y0,
161 m_x1, m_y1;
162 bool m_changed;
163 bool m_findmore;
164 };
165
166 #endif // _LIFE_GAME_H_