forked from AuroraMiddleware/gtk
gtk-demo: Finish peg solitaire demo
The restart button was simply not implemented. While we are at it, make the pegs a bit bigger, so clicking them is easier.
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@ -6,8 +6,6 @@
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#include <gtk/gtk.h>
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static GtkWidget *window = NULL;
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/* Create an object for the pegs that get moved around in the game.
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*
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* We implement the GdkPaintable interface for them, so we can use GtkPicture
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@ -56,11 +54,25 @@ solitaire_peg_get_flags (GdkPaintable *paintable)
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return GDK_PAINTABLE_STATIC_CONTENTS | GDK_PAINTABLE_STATIC_SIZE;
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}
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static int
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solitaire_peg_get_intrinsic_width (GdkPaintable *paintable)
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{
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return 32;
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}
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static int
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solitaire_peg_get_intrinsic_height (GdkPaintable *paintable)
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{
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return 32;
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}
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static void
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solitaire_peg_paintable_init (GdkPaintableInterface *iface)
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{
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iface->snapshot = solitaire_peg_snapshot;
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iface->get_flags = solitaire_peg_get_flags;
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iface->get_intrinsic_width = solitaire_peg_get_intrinsic_width;
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iface->get_intrinsic_height = solitaire_peg_get_intrinsic_height;
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}
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/* When defining the GType, we need to implement the GdkPaintable interface */
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@ -259,25 +271,99 @@ drop_drop (GtkDropTarget *target,
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return TRUE;
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}
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static void
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create_board (GtkWidget *window)
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{
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GtkWidget *grid;
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GtkWidget *image;
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int x, y;
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GtkDragSource *source;
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GtkDropTarget *target;
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grid = gtk_grid_new ();
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gtk_widget_set_halign (grid, GTK_ALIGN_CENTER);
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gtk_widget_set_valign (grid, GTK_ALIGN_CENTER);
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gtk_grid_set_row_spacing (GTK_GRID (grid), 6);
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gtk_grid_set_column_spacing (GTK_GRID (grid), 6);
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gtk_grid_set_row_homogeneous (GTK_GRID (grid), TRUE);
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gtk_grid_set_column_homogeneous (GTK_GRID (grid), TRUE);
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gtk_window_set_child (GTK_WINDOW (window), grid);
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for (x = 0; x < 7; x++)
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{
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for (y = 0; y < 7; y++)
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{
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if ((x < 2 || x >= 5) && (y < 2 || y >= 5))
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continue;
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image = gtk_image_new ();
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gtk_image_set_icon_size (GTK_IMAGE (image), GTK_ICON_SIZE_LARGE);
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if (x != 3 || y != 3)
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{
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SolitairePeg *peg = solitaire_peg_new ();
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solitaire_peg_set_position (peg, x, y);
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gtk_image_set_from_paintable (GTK_IMAGE (image), GDK_PAINTABLE (peg));
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}
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gtk_grid_attach (GTK_GRID (grid), image, x, y, 1, 1);
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/* Set up the drag source.
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* This is rather straightforward: Set the supported actions
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* (in our case, pegs can only be moved) and connect all the
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* relevant signals.
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* And because all drag'n'drop handling is done via event controllers,
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* we need to add the controller to the widget.
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*/
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source = gtk_drag_source_new ();
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gtk_drag_source_set_actions (source, GDK_ACTION_MOVE);
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g_signal_connect (source, "prepare", G_CALLBACK (drag_prepare), image);
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g_signal_connect (source, "drag-begin", G_CALLBACK (drag_begin), image);
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g_signal_connect (source, "drag-end", G_CALLBACK (drag_end), image);
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gtk_widget_add_controller (image, GTK_EVENT_CONTROLLER (source));
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/* Set up the drop target.
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* This is more involved, because the game logic goes here.
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*/
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/* First we specify the data we accept: pegs.
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* And we only want moves.
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*/
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target = gtk_drop_target_new (SOLITAIRE_TYPE_PEG, GDK_ACTION_MOVE);
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/* Then we connect our signals.
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*/
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g_signal_connect (target, "accept", G_CALLBACK (drop_accept), image);
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g_signal_connect (target, "drop", G_CALLBACK (drop_drop), image);
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/* Finally, like above, we add it to the widget.
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*/
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gtk_widget_add_controller (image, GTK_EVENT_CONTROLLER (target));
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}
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}
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}
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static void
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restart_game (GtkButton *button,
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GtkWidget *window)
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{
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create_board (window);
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}
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GtkWidget *
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do_peg_solitaire (GtkWidget *do_widget)
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{
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static GtkWidget *window = NULL;
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if (!window)
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{
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GtkWidget *header;
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GtkWidget *restart;
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GtkWidget *grid;
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GtkWidget *image;
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int x, y;
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GtkDragSource *source;
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GtkDropTarget *target;
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window = gtk_window_new ();
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restart = gtk_button_new_from_icon_name ("view-refresh-symbolic");
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g_signal_connect (restart, "clicked", G_CALLBACK (restart), NULL);
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g_signal_connect (restart, "clicked", G_CALLBACK (restart_game), window);
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header = gtk_header_bar_new ();
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gtk_header_bar_pack_start (GTK_HEADER_BAR (header), restart);
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window = gtk_window_new ();
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gtk_window_set_display (GTK_WINDOW (window),
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gtk_widget_get_display (do_widget));
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gtk_window_set_title (GTK_WINDOW (window), "Peg Solitaire");
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@ -285,63 +371,7 @@ do_peg_solitaire (GtkWidget *do_widget)
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gtk_window_set_default_size (GTK_WINDOW (window), 400, 300);
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g_object_add_weak_pointer (G_OBJECT (window), (gpointer *)&window);
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grid = gtk_grid_new ();
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gtk_widget_set_halign (grid, GTK_ALIGN_CENTER);
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gtk_widget_set_valign (grid, GTK_ALIGN_CENTER);
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gtk_grid_set_row_spacing (GTK_GRID (grid), 6);
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gtk_grid_set_column_spacing (GTK_GRID (grid), 6);
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gtk_grid_set_row_homogeneous (GTK_GRID (grid), TRUE);
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gtk_grid_set_column_homogeneous (GTK_GRID (grid), TRUE);
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gtk_window_set_child (GTK_WINDOW (window), grid);
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for (x = 0; x < 7; x++)
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{
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for (y = 0; y < 7; y++)
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{
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if ((x < 2 || x >= 5) && (y < 2 || y >= 5))
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continue;
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image = gtk_image_new ();
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if (x != 3 || y != 3)
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{
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SolitairePeg *peg = solitaire_peg_new ();
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solitaire_peg_set_position (peg, x, y);
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gtk_image_set_from_paintable (GTK_IMAGE (image), GDK_PAINTABLE (peg));
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}
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gtk_grid_attach (GTK_GRID (grid), image, x, y, 1, 1);
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/* Set up the drag source.
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* This is rather straightforward: Set the supported actions
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* (in our case, pegs can only be moved) and connect all the
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* relevant signals.
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* And because all drag'n'drop handling is done via event controllers,
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* we need to add the controller to the widget.
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*/
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source = gtk_drag_source_new ();
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gtk_drag_source_set_actions (source, GDK_ACTION_MOVE);
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g_signal_connect (source, "prepare", G_CALLBACK (drag_prepare), image);
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g_signal_connect (source, "drag-begin", G_CALLBACK (drag_begin), image);
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g_signal_connect (source, "drag-end", G_CALLBACK (drag_end), image);
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gtk_widget_add_controller (image, GTK_EVENT_CONTROLLER (source));
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/* Set up the drop target.
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* This is more involved, because the game logic goes here.
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*/
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/* First we specify the data we accept: pegs.
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* And we only want moves.
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*/
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target = gtk_drop_target_new (SOLITAIRE_TYPE_PEG, GDK_ACTION_MOVE);
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/* Then we connect our signals.
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*/
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g_signal_connect (target, "accept", G_CALLBACK (drop_accept), image);
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g_signal_connect (target, "drop", G_CALLBACK (drop_drop), image);
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/* Finally, like above, we add it to the widget.
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*/
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gtk_widget_add_controller (image, GTK_EVENT_CONTROLLER (target));
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}
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}
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create_board (window);
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}
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if (!gtk_widget_get_visible (window))
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