#ifndef _LIFE_GAME_H_
#define _LIFE_GAME_H_
-#ifdef __GNUG__
- #pragma interface "game.h"
-#endif
-
// for compilers that support precompilation, includes "wx/wx.h"
#include "wx/wxprec.h"
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(_T("%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;
// --------------------------------------------------------------------------
// A struct used to pass cell coordinates around
-struct Cell
+struct LifeCell
{
wxInt32 i;
wxInt32 j;
-};
+};
// A private class that contains data about a block of cells
-class CellBox;
+class LifeCellBox;
// A class that models a Life game instance
class Life
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
bool NextTic();
// navigation
- Cell FindNorth();
- Cell FindSouth();
- Cell FindWest();
- Cell FindEast();
- Cell FindCenter();
+ LifeCell FindNorth();
+ LifeCell FindSouth();
+ LifeCell FindWest();
+ LifeCell FindEast();
+ LifeCell FindCenter();
// 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,
wxInt32 x1, wxInt32 y1,
bool changed);
- bool FindMore(Cell *cells[], size_t *ncells);
+ bool FindMore(LifeCell *cells[], size_t *ncells);
private:
// cellbox-related
- CellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv);
- CellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = TRUE);
- void KillBox(CellBox *c);
+ LifeCellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv);
+ LifeCellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = true);
+ void KillBox(LifeCellBox *c);
// helper for BeginFind & FindMore
void DoLine(wxInt32 x, wxInt32 y, wxUint32 alive, wxUint32 old = 0);
wxString m_description; // description
// pattern data
- CellBox *m_head; // list of alive boxes
- CellBox *m_available; // list of reusable dead boxes
- CellBox **m_boxes; // hash table of alive boxes
+ LifeCellBox *m_head; // list of alive boxes
+ LifeCellBox *m_available; // list of reusable dead boxes
+ LifeCellBox **m_boxes; // hash table of alive boxes
wxUint32 m_numcells; // population (number of alive cells)
// state vars for BeginFind & FindMore
- Cell *m_cells; // array of cells
+ LifeCell *m_cells; // array of cells
size_t m_ncells; // number of valid entries in m_cells
wxInt32 m_x, m_y, // counters and search mode
m_x0, m_y0,