]> git.saurik.com Git - wxWidgets.git/blobdiff - demos/bombs/bombs1.cpp
do only what is necessary in SetScrollbars(), let the base class do the rest
[wxWidgets.git] / demos / bombs / bombs1.cpp
index e884888349c447c00bc14809d891d7b172904e2c..19549cb8825a7b842e17a4aafe885671da46b2d9 100644 (file)
@@ -2,7 +2,7 @@
 // Name:        bombs1.cpp
 // Purpose:     Bombs game
 // Author:      P. Foggia 1996
-// Modified by:
+// Modified by: Wlodzimierz Skiba (ABX) since 2003
 // Created:     1996
 // RCS-ID:      $Id$
 // Copyright:   (c) 1996 P. Foggia
  * class BombsCanvas
  */
 
-#ifdef __GNUG__
-#pragma implementation
-#endif
-
 #include "wx/wxprec.h"
 
+#ifdef __BORLANDC__
+#   pragma hdrstop
+#endif
+
 #ifndef  WX_PRECOMP
-  #include "wx/wx.h"
+#   include "wx/wx.h"
 #endif //precompiled headers
 
 #include "bombs.h"
 
-/*--------  BombCanvasClass::DrawField(dc, xc1, yc1, xc2, yc2)  -------*/
-/* Draws the field on the device context dc                            */
-/* xc1,yc1 etc. are the (inclusive) limits of the area to be drawn,    */
-/* expressed in cells.                                                 */
-/*---------------------------------------------------------------------*/
-void BombsCanvasClass::DrawField(wxDC *dc, int xc1, int yc1, int xc2, int yc2)
-{ int x,y,xmax,ymax;
-  wxChar buf[2];
-  long chw, chh;
-
-  wxColour *wxBlack = wxTheColourDatabase->FindColour(_T("BLACK"));
-  wxColour *wxWhite = wxTheColourDatabase->FindColour(_T("WHITE"));
-  wxColour *wxRed = wxTheColourDatabase->FindColour(_T("RED"));
-  wxColour *wxBlue = wxTheColourDatabase->FindColour(_T("BLUE"));
-  wxColour *wxGrey = wxTheColourDatabase->FindColour(_T("LIGHT GREY"));
-  wxColour *wxGreen = wxTheColourDatabase->FindColour(_T("GREEN"));
-
-  wxPen *blackPen = wxThePenList->FindOrCreatePen(*wxBlack, 1, wxSOLID);
-  wxPen *redPen = wxThePenList->FindOrCreatePen(*wxRed, 1, wxSOLID);
-  wxPen *bluePen = wxThePenList->FindOrCreatePen(*wxBlue, 1, wxSOLID);
-  wxBrush *whiteBrush = wxTheBrushList->FindOrCreateBrush(*wxWhite, wxSOLID);
-  wxBrush *greyBrush = wxTheBrushList->FindOrCreateBrush(*wxGrey, wxSOLID);
-  wxBrush *redBrush = wxTheBrushList->FindOrCreateBrush(*wxRed, wxSOLID);
-
-  xmax=field_width*x_cell*X_UNIT;
-  ymax=field_height*y_cell*Y_UNIT;
-
-
-  dc->SetPen(* blackPen);
-  for(x=xc1; x<=xc2; x++)
-    dc->DrawLine(x*x_cell*X_UNIT, 0, x*x_cell*X_UNIT, ymax);
-  for(y=xc1; y<=yc2; y++)
-    dc->DrawLine(0, y*y_cell*Y_UNIT, xmax, y*y_cell*Y_UNIT);
-
-
-  wxFont font= BOMBS_FONT;
-  dc->SetFont(font); 
-
-  buf[1]=_T('\0');
-  for(x=xc1; x<=xc2; x++)
-    for(y=yc1; y<=yc2; y++)
-      { if (wxGetApp().Game.IsMarked(x,y))
-          { dc->SetPen(* blackPen);
-            dc->SetBrush(* greyBrush);
-            dc->DrawRectangle( x*x_cell*X_UNIT, y*y_cell*Y_UNIT,
-                               x_cell*X_UNIT+1, y_cell*Y_UNIT+1);
-            *buf=_T('M');
-            if (!wxGetApp().Game.IsHidden(x,y) && wxGetApp().Game.IsBomb(x,y))
-              dc->SetTextForeground(*wxBlue);
-            else
-              dc->SetTextForeground(*wxRed);
-            dc->SetTextBackground(*wxGrey);
-            dc->GetTextExtent(buf, &chw, &chh);
-            dc->DrawText( buf,
-                  x*x_cell*X_UNIT + (x_cell*X_UNIT-chw)/2,
-                  y*y_cell*Y_UNIT + (y_cell*Y_UNIT-chh)/2
-                );
-            if (!wxGetApp().Game.IsHidden(x,y) && wxGetApp().Game.IsBomb(x,y))
-              { dc->SetPen(*redPen);
-                dc->DrawLine(x*x_cell*X_UNIT, y*y_cell*Y_UNIT,
-                             (x+1)*x_cell*X_UNIT, (y+1)*y_cell*Y_UNIT);
-                dc->DrawLine(x*x_cell*X_UNIT, (y+1)*y_cell*Y_UNIT,
-                             (x+1)*x_cell*X_UNIT, y*y_cell*Y_UNIT);
-              }
-          }
-        else if (wxGetApp().Game.IsHidden(x,y))
-          { dc->SetPen(*blackPen);
-            dc->SetBrush(*greyBrush);
-            dc->DrawRectangle( x*x_cell*X_UNIT, y*y_cell*Y_UNIT,
-                               x_cell*X_UNIT+1, y_cell*Y_UNIT+1);
-          }
-        else if (wxGetApp().Game.IsBomb(x,y))
-          { dc->SetPen(* blackPen);
-            dc->SetBrush(* redBrush);
-            dc->DrawRectangle( x*x_cell*X_UNIT, y*y_cell*Y_UNIT,
-                               x_cell*X_UNIT+1, y_cell*Y_UNIT+1);
-            *buf=_T('B');
-            dc->SetTextForeground(* wxBlack);
-            dc->SetTextBackground(* wxRed);
-            dc->GetTextExtent(buf, &chw, &chh);
-            dc->DrawText( buf,
-                  x*x_cell*X_UNIT + (x_cell*X_UNIT-chw)/2,
-                  y*y_cell*Y_UNIT + (y_cell*Y_UNIT-chh)/2
-                );
-            if (wxGetApp().Game.IsExploded(x,y))
-              { dc->SetPen(* bluePen);
-                dc->DrawLine(x*x_cell*X_UNIT, y*y_cell*Y_UNIT,
-                             (x+1)*x_cell*X_UNIT, (y+1)*y_cell*Y_UNIT);
-                dc->DrawLine(x*x_cell*X_UNIT, (y+1)*y_cell*Y_UNIT,
-                             (x+1)*x_cell*X_UNIT, y*y_cell*Y_UNIT);
-              }
-          }
-        else   // Display a digit
-          { dc->SetPen(* blackPen);
-            dc->SetBrush(* whiteBrush);
-            dc->DrawRectangle( x*x_cell*X_UNIT, y*y_cell*Y_UNIT,
-                               x_cell*X_UNIT+1, y_cell*Y_UNIT+1);
-            *buf = (wxGetApp().Game.Get(x,y) & BG_MASK) + _T('0');
+// Draws the field on the device context dc
+// xc1,yc1 etc. are the (inclusive) limits of the area to be drawn,
+// expressed in cells.
+void BombsCanvas::DrawField(wxDC *dc, int xc1, int yc1, int xc2, int yc2)
+{
+    wxString buf;
+    wxCoord chw, chh;
+
+    wxColour wxYellow  = wxTheColourDatabase->Find(wxT("YELLOW"));
+    wxColour wxFocused = wxTheColourDatabase->Find(wxT("GREY"));
+
+    wxPen *bluePen = wxThePenList->FindOrCreatePen(*wxBLUE, 1, wxSOLID);
+
+    wxBrush *focusedBrush = wxTheBrushList->FindOrCreateBrush(wxFocused, wxSOLID);
+    wxBrush *yellowBrush  = wxTheBrushList->FindOrCreateBrush(wxYellow, wxSOLID);
+
+    dc->SetPen(*wxBLACK_PEN);
+
+    int x, y;
+    int xMax = this->GetGridSizeInPixels().GetWidth();
+    int yMax = this->GetGridSizeInPixels().GetHeight();
+    for(x=xc1; x<=xc2; x++)
+        dc->DrawLine(x*m_cellWidth*X_UNIT, 0, x*m_cellWidth*X_UNIT, yMax);
+    for(y=xc1; y<=yc2; y++)
+        dc->DrawLine(0, y*m_cellHeight*Y_UNIT, xMax, y*m_cellHeight*Y_UNIT);
+
+
+    wxFont font= BOMBS_FONT;
+    dc->SetFont(font);
+
+    for(x=xc1; x<=xc2; x++)
+        for(y=yc1; y<=yc2; y++)
+        {
+            if (m_game->IsMarked(x,y))
+            {
+                dc->SetPen(*wxBLACK_PEN);
+
+                if (m_game->IsFocussed(x, y))
+                    dc->SetBrush(*focusedBrush);
+                else
+                    dc->SetBrush(*wxLIGHT_GREY_BRUSH);
+
+                dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
+                    m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
+                buf = wxT("M");
+                if (!m_game->IsHidden(x,y) && m_game->IsBomb(x,y))
+                    dc->SetTextForeground(*wxBLUE);
+                else
+                    dc->SetTextForeground(*wxRED);
+
+                dc->SetTextBackground(*wxLIGHT_GREY);
+                dc->GetTextExtent(buf, &chw, &chh);
+                dc->DrawText( buf,
+                    x*m_cellWidth*X_UNIT + (m_cellWidth*X_UNIT-chw)/2,
+                    y*m_cellHeight*Y_UNIT + (m_cellHeight*Y_UNIT-chh)/2 );
+
+                if (!m_game->IsHidden(x,y) && m_game->IsBomb(x,y))
+                {
+                    dc->SetPen(*wxRED_PEN);
+                    dc->DrawLine(x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
+                        (x+1)*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT);
+                    dc->DrawLine(x*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT,
+                        (x+1)*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT);
+                }
+            }
+            else if (m_game->IsHidden(x,y))
+            {
+                dc->SetPen(*wxBLACK_PEN);
+                if (m_game->IsFocussed(x, y))
+                    dc->SetBrush(*focusedBrush);
+                else
+                    dc->SetBrush(*wxLIGHT_GREY_BRUSH);
+
+                dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
+                    m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
+            }
+            else if (m_game->IsBomb(x,y))
+            {
+                dc->SetPen(*wxBLACK_PEN);
+                dc->SetBrush(*wxRED_BRUSH);
+                dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
+                    m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
+                buf = wxT("B");
+                dc->SetTextForeground(*wxBLACK);
+                dc->SetTextBackground(*wxRED);
+                dc->GetTextExtent(buf, &chw, &chh);
+                dc->DrawText( buf,
+                    x*m_cellWidth*X_UNIT + (m_cellWidth*X_UNIT-chw)/2,
+                    y*m_cellHeight*Y_UNIT + (m_cellHeight*Y_UNIT-chh)/2);
+                if (m_game->IsExploded(x,y))
+                {
+                    dc->SetPen(*bluePen);
+                    dc->DrawLine(x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
+                        (x+1)*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT);
+                    dc->DrawLine(x*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT,
+                        (x+1)*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT);
+                }
+            }
+            else   // Display a digit
+            {
+                dc->SetPen(*wxBLACK_PEN);
+                if (m_game->IsFocussed(x, y))
+                    dc->SetBrush(*focusedBrush);
+                else if (m_game->IsSelected(x,y))
+                    dc->SetBrush(*wxWHITE_BRUSH);
+                else 
+                    dc->SetBrush(*yellowBrush);
+                dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
+                    m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
+
+                int digit_value = m_game->Get(x,y) & BG_MASK;
+                switch(digit_value)
+                {
+                case 0:
+                    buf = wxT("0");
+                    dc->SetTextForeground(*wxGREEN);
+                    break;
+                case 1:
+                    buf = wxT("1");
+                    dc->SetTextForeground(*wxBLUE);
+                    break;
+                default:
+                    buf.Printf(wxT("%d"),digit_value);
+                    dc->SetTextForeground(*wxBLACK);
+                    break;
+            }
             dc->GetTextExtent(buf, &chw, &chh);
-            switch(*buf)
-              { case _T('0'): dc->SetTextForeground(* wxGreen); break;
-                case _T('1'): dc->SetTextForeground(* wxBlue); break;
-                default:  dc->SetTextForeground(* wxBlack); break;
-              }
-            dc->SetTextBackground(* wxWhite);
+            dc->SetTextBackground(*wxWHITE);
             dc->DrawText( buf,
-                  x*x_cell*X_UNIT + (x_cell*X_UNIT-chw)/2,
-                  y*y_cell*Y_UNIT + (y_cell*Y_UNIT-chh)/2
-                );
-          }
-      }
-  dc->SetFont(wxNullFont);
-
-  if (wxGetApp().BombsFrame)
-    { wxString buf;
-      buf.Printf(_T("%d bombs  %d remaining cells"),
-                 wxGetApp().Game.GetBombs(),
-                 wxGetApp().Game.GetRemainingCells());
-      wxGetApp().BombsFrame->SetStatusText(buf, 0);
+                x*m_cellWidth*X_UNIT + (m_cellWidth*X_UNIT-chw)/2,
+                y*m_cellHeight*Y_UNIT + (m_cellHeight*Y_UNIT-chh)/2);
+        }
     }
+    dc->SetFont(wxNullFont);
+
+    wxString msg;
+    msg.Printf(wxT("%d bombs, %u marked, %d remaining cells"),
+               m_game->GetNumBombs(), m_game->GetNumMarkedCells(), 
+               m_game->GetNumRemainingCells() );
+
+#if wxUSE_LOG && wxUSE_STATUSBAR
+    wxLogStatus(msg);
+#else
+    this->GetParent()->SetTitle(msg);
+#endif
 }
 
-/*--------  BombCanvasClass::Refresh(xc1, yc1, xc2, yc2)  -------------*/
-/* Refreshes the field image                                           */
-/* xc1,yc1 etc. are the (inclusive) limits of the area to be drawn,    */
-/* expressed in cells.                                                 */
-/*---------------------------------------------------------------------*/
-void BombsCanvasClass::Refresh(int xc1, int yc1, int xc2, int yc2)
-  {
+// Refreshes the field image
+// xc1,yc1 etc. are the (inclusive) limits of the area to be drawn,
+// expressed in cells.
+void BombsCanvas::RefreshField(int xc1, int yc1, int xc2, int yc2)
+{
     wxClientDC dc(this);
     DrawField(& dc, xc1, yc1, xc2, yc2);
-    if (bmp)
-      { wxMemoryDC memDC;
-        memDC.SelectObject(* bmp);
+    if (m_bmp)
+    {
+        wxMemoryDC memDC;
+        memDC.SelectObject(*m_bmp);
         DrawField(&memDC, xc1, yc1, xc2, yc2);
         memDC.SelectObject(wxNullBitmap);
-      }
-  }
+    }
+}
 
 // Called when uncovering a cell.
-void BombsCanvasClass::Uncover(int x, int y)
+void BombsCanvas::Uncover(int x, int y)
 {
-  wxGetApp().Game.Unhide(x,y);
-  Refresh(x, y, x, y);
-  if (wxGetApp().Game.IsBomb(x,y) || wxGetApp().Game.GetRemainingCells()==0)
-    { wxBell();
-      if (!wxGetApp().Game.IsBomb(x,y))
-       { wxMessageBox(_T("Nice! You found all the bombs!"), _T("wxWin Bombs"),
-                      wxOK|wxCENTRE, wxGetApp().BombsFrame);
-       }
-      else // x,y is a bomb
-       { wxGetApp().Game.Explode(x, y);
-       }
-      for(x=0; x<field_width; x++)
-       for(y=0; y<field_height; y++)
-         wxGetApp().Game.Unhide(x,y);
-      Refresh(0, 0, field_width-1, field_height-1);
+    m_game->Unhide(x,y,true);
+    RefreshField(x, y, x, y);
+
+    const int gridWidth = m_game->GetWidth();
+    const int gridHeight = m_game->GetHeight();
+
+    const bool hasWon = m_game->GetNumRemainingCells() == 0;
+    if (m_game->IsBomb(x,y) || hasWon)
+    {
+        wxBell();
+        if (hasWon)
+        {
+            wxMessageBox(wxT("Nice! You found all the bombs!"),
+                wxT("wxWin Bombs"), wxOK|wxCENTRE);
+        }
+        else // x,y is a bomb
+        {
+            m_game->Explode(x, y);
+        }
+
+        for(x=0; x<gridWidth; x++)
+            for(y=0; y<gridHeight; y++)
+                m_game->Unhide(x,y,false);
+
+        RefreshField(0, 0, gridWidth-1, gridHeight-1);
     }
-  else if (!wxGetApp().Game.Get(x, y))
-    { int left = ( x > 0 ) ? x-1 : 0;
-      int right = ( x < wxGetApp().Game.GetWidth() - 1 )?
-       x+1 : wxGetApp().Game.GetWidth() - 1;
-      int top = ( y > 0 ) ? y-1 : 0;
-      int bottom = ( y < wxGetApp().Game.GetHeight() - 1 )?
-       y+1 : wxGetApp().Game.GetHeight() - 1;
-      int i,j;
-      for (j = top; j <= bottom; j++)
-       for (i=left; i <= right; i++)
-         if ((i != x || j != y) && wxGetApp().Game.IsHidden(i,j)
-             && !wxGetApp().Game.IsMarked(i,j))
-           Uncover(i,j);
+    else if (0 == (m_game->Get(x, y) & BG_MASK))
+    {
+        int left = ( x > 0 ) ? x-1 : 0;
+        int right = ( x < gridWidth - 1 )
+            ? x+1
+            : gridWidth - 1;
+        int top = ( y > 0 ) ? y-1 : 0;
+        int bottom = ( y < gridHeight - 1 )
+            ? y+1
+            : gridHeight - 1;
+
+        int i, j;
+        for (j=top; j<=bottom; j++)
+            for (i=left; i<=right; i++)
+                if ( (i != x || j != y) && m_game->IsHidden(i, j)
+                    && !m_game->IsMarked(i, j) )
+                {
+                    Uncover(i, j);
+                }
     }
 }
 
 // Called when the canvas receives a mouse event.
-void BombsCanvasClass::OnEvent(wxMouseEvent& event)
+void BombsCanvas::OnMouseEvent(wxMouseEvent& event)
 {
-  wxCoord fx, fy;
-  event.GetPosition(&fx, &fy);
-  int x = fx/(x_cell*X_UNIT);
-  int y = fy/(y_cell*Y_UNIT);
-  if (x<field_width && y<field_height)
-    { if ( (event.RightDown() || (event.LeftDown() && event.ShiftDown()))
-           && (wxGetApp().Game.IsHidden(x,y)
-               || wxGetApp().Game.GetRemainingCells()==0))
-        { wxGetApp().Game.Mark(x,y);
-          Refresh(x, y, x, y);
-          return;
+    const int gridWidth = m_game->GetWidth();
+    const int gridHeight = m_game->GetHeight();
+
+    wxCoord fx, fy;
+    event.GetPosition(&fx, &fy);
+    int x = fx/(m_cellWidth*X_UNIT);
+    int y = fy/(m_cellHeight*Y_UNIT);
+    if (x<gridWidth && y<gridHeight)
+    {
+        if ( (event.RightDown() || (event.LeftDown() && event.ShiftDown()))
+           && (m_game->IsHidden(x,y)
+               || !m_game->GetNumRemainingCells() ) )
+        {
+            // store previous and current field
+            int prevFocusX = m_game->m_gridFocusX;
+            int prevFocusY = m_game->m_gridFocusY;
+            m_game->m_gridFocusX = x;
+            m_game->m_gridFocusY = y;
+            RefreshField(prevFocusX, prevFocusY, prevFocusX, prevFocusY);
+            m_game->Mark(x, y);
+            RefreshField(x, y, x, y);
+            return;
         }
-      else if (event.LeftDown() && wxGetApp().Game.IsHidden(x,y)
-               && !wxGetApp().Game.IsMarked(x,y))
-        { Uncover(x,y);
-         return;
+        else if (event.LeftDown() && m_game->IsHidden(x,y)
+            && !m_game->IsMarked(x,y))
+        {
+            // store previous and current field
+            int prevGridFocusX = m_game->m_gridFocusX;
+            int prevGridFocusY = m_game->m_gridFocusY;
+            m_game->m_gridFocusX = x;
+            m_game->m_gridFocusY = y;
+            RefreshField(prevGridFocusX, prevGridFocusY,
+                prevGridFocusX, prevGridFocusY);
+            Uncover(x, y);
+            return;
         }
     }
 }
 
+void BombsCanvas::OnChar(wxKeyEvent& event)
+{
+    int keyCode = event.GetKeyCode();
+    int prevGridFocusX = m_game->m_gridFocusX;
+    int prevGridFocusY = m_game->m_gridFocusY;
+
+    const int gridWidth = m_game->GetWidth();
+    const int gridHeight = m_game->GetHeight();
+
+    switch(keyCode)
+    {
+
+    case WXK_RIGHT:
+        m_game->m_gridFocusX++;
+        if (m_game->m_gridFocusX >= gridWidth) m_game->m_gridFocusX = 0;
+        break;
+
+    case WXK_LEFT:
+        m_game->m_gridFocusX--;
+        if (m_game->m_gridFocusX<0) m_game->m_gridFocusX = gridWidth-1;
+        break;
+
+    case WXK_DOWN:
+        m_game->m_gridFocusY++;
+        if (m_game->m_gridFocusY >= gridHeight) m_game->m_gridFocusY = 0;
+        break;
+
+    case WXK_UP:
+        m_game->m_gridFocusY--;
+        if (m_game->m_gridFocusY<0) m_game->m_gridFocusY = gridHeight-1;
+        break;
+
+    case WXK_RETURN:
+        if ( (prevGridFocusX == m_game->m_gridFocusX)
+            && (prevGridFocusY == m_game->m_gridFocusY)
+            && (m_game->IsHidden(m_game->m_gridFocusX, m_game->m_gridFocusY)) )
+        {
+            m_game->Mark(m_game->m_gridFocusX, m_game->m_gridFocusY);
+            if (!m_game->IsMarked(m_game->m_gridFocusX, m_game->m_gridFocusY))
+            {
+                Uncover(m_game->m_gridFocusX, m_game->m_gridFocusY);
+            }
+            RefreshField(m_game->m_gridFocusX, m_game->m_gridFocusY,
+                m_game->m_gridFocusX, m_game->m_gridFocusY);
+        }
+        break;
+
+    default:
+        event.Skip();
+
+    }
+
+    if ((prevGridFocusX != m_game->m_gridFocusX)
+        || (prevGridFocusY != m_game->m_gridFocusY))
+    {
+        // cause focused field to be visible after first key hit after launching new game
+        if( m_game->m_gridFocusX < 0 ) m_game->m_gridFocusX = 0;
+        if( m_game->m_gridFocusY < 0 ) m_game->m_gridFocusY = 0;
+
+        // refresh previous field and focused field
+        RefreshField(prevGridFocusX, prevGridFocusY,
+            prevGridFocusX, prevGridFocusY);
+        RefreshField(m_game->m_gridFocusX, m_game->m_gridFocusY,
+            m_game->m_gridFocusX, m_game->m_gridFocusY);
+    }
+}