// 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_
-#if defined(__GNUG__) && !defined(__APPLE__)
- #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
-
// --------------------------------------------------------------------------
// LifePattern
// --------------------------------------------------------------------------
m_rules = rules;
m_shape = shape;
};
-
- // A more convenient ctor for the built-in samples
+
+ // A more convenient ctor for the built-in samples
LifePattern(wxString name,
wxString description,
int width,
{
m_name = name;
m_description = description;
- m_rules = _("");
- m_shape.Add( wxString::Format("%i %i", -width/2, -height/2) );
+ m_rules = wxEmptyString;
+ // TODO: add the positions later, since the formatting command
+ // causes a crash due to conversion objects not being available
+ // during initialisation.
+#ifndef __WXMAC__
+ m_shape.Add( wxString::Format(wxT("%i %i"), -width/2, -height/2) );
+#endif
for(int j = 0; j < height; j++)
- m_shape.Add( wxString(shape + (j * width), (size_t) width) );
+ {
+ wxString tmp;
+
+ for(int i = 0; i < width; i++)
+ {
+ tmp += wxChar(shape[j * width + i]);
+ }
+
+ m_shape.Add( tmp );
+ }
};
wxString m_name;
{
wxInt32 i;
wxInt32 j;
-};
+};
// A private class that contains data about a block of cells
class LifeCellBox;
inline wxString GetRules() const { return m_rules; };
inline wxString GetDescription() const { return m_description; };
bool IsAlive(wxInt32 x, wxInt32 y);
- void SetCell(wxInt32 x, wxInt32 y, bool alive = TRUE);
+ void SetCell(wxInt32 x, wxInt32 y, bool alive = true);
void SetPattern(const LifePattern &pattern);
// game control
// 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.
+ // then keep calling FindMore() until it returns true.
//
// BeginFind:
// Specify the viewport and whether to look for alive cells or for
// 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
+ // false, then the operation is not complete: just process all cells
// and call FillMore() again.
//
void BeginFind(wxInt32 x0, wxInt32 y0,
private:
// cellbox-related
LifeCellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv);
- LifeCellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = TRUE);
+ LifeCellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = true);
void KillBox(LifeCellBox *c);
// helper for BeginFind & FindMore