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_rules = wxEmptyString;
m_shape.Add( wxString::Format(_T("%i %i"), -width/2, -height/2) );
for(int j = 0; j < height; j++)
{
{
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