ce00f59b5b
There are no real changes in this commit but it removes all trailing white space from our source files. This avoids problems when applying patches and making diffs and it would be nice to prevent it from reappearing. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@65680 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
351 lines
12 KiB
C++
351 lines
12 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Name: bombs1.cpp
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// Purpose: Bombs game
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// Author: P. Foggia 1996
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// Modified by: Wlodzimierz Skiba (ABX) since 2003
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// Created: 1996
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// RCS-ID: $Id$
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// Copyright: (c) 1996 P. Foggia
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// Licence: wxWindows licence
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///////////////////////////////////////////////////////////////////////////////
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/*
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* implementation of the methods DrawField and OnEvent of the
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* class BombsCanvas
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*/
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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# pragma hdrstop
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#endif
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#ifndef WX_PRECOMP
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# include "wx/wx.h"
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#endif //precompiled headers
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#include "bombs.h"
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// Draws the field on the device context dc
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// xc1,yc1 etc. are the (inclusive) limits of the area to be drawn,
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// expressed in cells.
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void BombsCanvas::DrawField(wxDC *dc, int xc1, int yc1, int xc2, int yc2)
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{
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wxString buf;
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wxCoord chw, chh;
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wxColour wxYellow = wxTheColourDatabase->Find(wxT("YELLOW"));
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wxColour wxFocused = wxTheColourDatabase->Find(wxT("GREY"));
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wxPen *bluePen = wxThePenList->FindOrCreatePen(*wxBLUE, 1, wxSOLID);
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wxBrush *focusedBrush = wxTheBrushList->FindOrCreateBrush(wxFocused, wxSOLID);
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wxBrush *yellowBrush = wxTheBrushList->FindOrCreateBrush(wxYellow, wxSOLID);
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dc->SetPen(*wxBLACK_PEN);
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int x, y;
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int xMax = this->GetGridSizeInPixels().GetWidth();
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int yMax = this->GetGridSizeInPixels().GetHeight();
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for(x=xc1; x<=xc2; x++)
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dc->DrawLine(x*m_cellWidth*X_UNIT, 0, x*m_cellWidth*X_UNIT, yMax);
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for(y=xc1; y<=yc2; y++)
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dc->DrawLine(0, y*m_cellHeight*Y_UNIT, xMax, y*m_cellHeight*Y_UNIT);
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wxFont font= BOMBS_FONT;
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dc->SetFont(font);
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for(x=xc1; x<=xc2; x++)
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for(y=yc1; y<=yc2; y++)
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{
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if (m_game->IsMarked(x,y))
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{
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dc->SetPen(*wxBLACK_PEN);
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if (m_game->IsFocussed(x, y))
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dc->SetBrush(*focusedBrush);
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else
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dc->SetBrush(*wxLIGHT_GREY_BRUSH);
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dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
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m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
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buf = wxT("M");
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if (!m_game->IsHidden(x,y) && m_game->IsBomb(x,y))
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dc->SetTextForeground(*wxBLUE);
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else
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dc->SetTextForeground(*wxRED);
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dc->SetTextBackground(*wxLIGHT_GREY);
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dc->GetTextExtent(buf, &chw, &chh);
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dc->DrawText( buf,
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x*m_cellWidth*X_UNIT + (m_cellWidth*X_UNIT-chw)/2,
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y*m_cellHeight*Y_UNIT + (m_cellHeight*Y_UNIT-chh)/2 );
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if (!m_game->IsHidden(x,y) && m_game->IsBomb(x,y))
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{
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dc->SetPen(*wxRED_PEN);
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dc->DrawLine(x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
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(x+1)*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT);
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dc->DrawLine(x*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT,
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(x+1)*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT);
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}
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}
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else if (m_game->IsHidden(x,y))
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{
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dc->SetPen(*wxBLACK_PEN);
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if (m_game->IsFocussed(x, y))
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dc->SetBrush(*focusedBrush);
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else
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dc->SetBrush(*wxLIGHT_GREY_BRUSH);
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dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
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m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
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}
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else if (m_game->IsBomb(x,y))
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{
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dc->SetPen(*wxBLACK_PEN);
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dc->SetBrush(*wxRED_BRUSH);
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dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
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m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
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buf = wxT("B");
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dc->SetTextForeground(*wxBLACK);
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dc->SetTextBackground(*wxRED);
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dc->GetTextExtent(buf, &chw, &chh);
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dc->DrawText( buf,
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x*m_cellWidth*X_UNIT + (m_cellWidth*X_UNIT-chw)/2,
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y*m_cellHeight*Y_UNIT + (m_cellHeight*Y_UNIT-chh)/2);
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if (m_game->IsExploded(x,y))
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{
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dc->SetPen(*bluePen);
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dc->DrawLine(x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
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(x+1)*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT);
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dc->DrawLine(x*m_cellWidth*X_UNIT, (y+1)*m_cellHeight*Y_UNIT,
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(x+1)*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT);
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}
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}
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else // Display a digit
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{
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dc->SetPen(*wxBLACK_PEN);
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if (m_game->IsFocussed(x, y))
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dc->SetBrush(*focusedBrush);
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else if (m_game->IsSelected(x,y))
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dc->SetBrush(*wxWHITE_BRUSH);
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else
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dc->SetBrush(*yellowBrush);
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dc->DrawRectangle( x*m_cellWidth*X_UNIT, y*m_cellHeight*Y_UNIT,
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m_cellWidth*X_UNIT+1, m_cellHeight*Y_UNIT+1);
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int digit_value = m_game->Get(x,y) & BG_MASK;
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switch(digit_value)
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{
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case 0:
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buf = wxT("0");
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dc->SetTextForeground(*wxGREEN);
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break;
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case 1:
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buf = wxT("1");
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dc->SetTextForeground(*wxBLUE);
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break;
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default:
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buf.Printf(wxT("%d"),digit_value);
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dc->SetTextForeground(*wxBLACK);
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break;
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}
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dc->GetTextExtent(buf, &chw, &chh);
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dc->SetTextBackground(*wxWHITE);
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dc->DrawText( buf,
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x*m_cellWidth*X_UNIT + (m_cellWidth*X_UNIT-chw)/2,
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y*m_cellHeight*Y_UNIT + (m_cellHeight*Y_UNIT-chh)/2);
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}
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}
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dc->SetFont(wxNullFont);
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wxString msg;
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msg.Printf(wxT("%d bombs, %u marked, %d remaining cells"),
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m_game->GetNumBombs(), m_game->GetNumMarkedCells(),
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m_game->GetNumRemainingCells() );
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#if wxUSE_LOG && wxUSE_STATUSBAR
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wxLogStatus(msg);
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#else
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this->GetParent()->SetTitle(msg);
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#endif
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}
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// Refreshes the field image
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// xc1,yc1 etc. are the (inclusive) limits of the area to be drawn,
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// expressed in cells.
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void BombsCanvas::RefreshField(int xc1, int yc1, int xc2, int yc2)
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{
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wxClientDC dc(this);
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DrawField(& dc, xc1, yc1, xc2, yc2);
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if (m_bmp)
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{
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wxMemoryDC memDC;
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memDC.SelectObject(*m_bmp);
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DrawField(&memDC, xc1, yc1, xc2, yc2);
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memDC.SelectObject(wxNullBitmap);
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}
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}
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// Called when uncovering a cell.
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void BombsCanvas::Uncover(int x, int y)
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{
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m_game->Unhide(x,y,true);
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RefreshField(x, y, x, y);
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const int gridWidth = m_game->GetWidth();
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const int gridHeight = m_game->GetHeight();
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const bool hasWon = m_game->GetNumRemainingCells() == 0;
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if (m_game->IsBomb(x,y) || hasWon)
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{
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wxBell();
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if (hasWon)
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{
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wxMessageBox(wxT("Nice! You found all the bombs!"),
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wxT("wxWin Bombs"), wxOK|wxCENTRE);
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}
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else // x,y is a bomb
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{
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m_game->Explode(x, y);
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}
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for(x=0; x<gridWidth; x++)
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for(y=0; y<gridHeight; y++)
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m_game->Unhide(x,y,false);
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RefreshField(0, 0, gridWidth-1, gridHeight-1);
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}
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else if (0 == (m_game->Get(x, y) & BG_MASK))
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{
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int left = ( x > 0 ) ? x-1 : 0;
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int right = ( x < gridWidth - 1 )
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? x+1
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: gridWidth - 1;
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int top = ( y > 0 ) ? y-1 : 0;
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int bottom = ( y < gridHeight - 1 )
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? y+1
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: gridHeight - 1;
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int i, j;
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for (j=top; j<=bottom; j++)
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for (i=left; i<=right; i++)
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if ( (i != x || j != y) && m_game->IsHidden(i, j)
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&& !m_game->IsMarked(i, j) )
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{
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Uncover(i, j);
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}
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}
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}
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// Called when the canvas receives a mouse event.
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void BombsCanvas::OnMouseEvent(wxMouseEvent& event)
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{
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const int gridWidth = m_game->GetWidth();
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const int gridHeight = m_game->GetHeight();
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wxCoord fx, fy;
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event.GetPosition(&fx, &fy);
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int x = fx/(m_cellWidth*X_UNIT);
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int y = fy/(m_cellHeight*Y_UNIT);
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if (x<gridWidth && y<gridHeight)
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{
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if ( (event.RightDown() || (event.LeftDown() && event.ShiftDown()))
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&& (m_game->IsHidden(x,y)
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|| !m_game->GetNumRemainingCells() ) )
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{
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// store previous and current field
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int prevFocusX = m_game->m_gridFocusX;
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int prevFocusY = m_game->m_gridFocusY;
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m_game->m_gridFocusX = x;
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m_game->m_gridFocusY = y;
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RefreshField(prevFocusX, prevFocusY, prevFocusX, prevFocusY);
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m_game->Mark(x, y);
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RefreshField(x, y, x, y);
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return;
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}
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else if (event.LeftDown() && m_game->IsHidden(x,y)
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&& !m_game->IsMarked(x,y))
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{
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// store previous and current field
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int prevGridFocusX = m_game->m_gridFocusX;
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int prevGridFocusY = m_game->m_gridFocusY;
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m_game->m_gridFocusX = x;
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m_game->m_gridFocusY = y;
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RefreshField(prevGridFocusX, prevGridFocusY,
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prevGridFocusX, prevGridFocusY);
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Uncover(x, y);
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return;
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}
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}
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}
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void BombsCanvas::OnChar(wxKeyEvent& event)
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{
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int keyCode = event.GetKeyCode();
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int prevGridFocusX = m_game->m_gridFocusX;
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int prevGridFocusY = m_game->m_gridFocusY;
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const int gridWidth = m_game->GetWidth();
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const int gridHeight = m_game->GetHeight();
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switch(keyCode)
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{
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case WXK_RIGHT:
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m_game->m_gridFocusX++;
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if (m_game->m_gridFocusX >= gridWidth) m_game->m_gridFocusX = 0;
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break;
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case WXK_LEFT:
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m_game->m_gridFocusX--;
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if (m_game->m_gridFocusX<0) m_game->m_gridFocusX = gridWidth-1;
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break;
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case WXK_DOWN:
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m_game->m_gridFocusY++;
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if (m_game->m_gridFocusY >= gridHeight) m_game->m_gridFocusY = 0;
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break;
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case WXK_UP:
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m_game->m_gridFocusY--;
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if (m_game->m_gridFocusY<0) m_game->m_gridFocusY = gridHeight-1;
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break;
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case WXK_RETURN:
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if ( (prevGridFocusX == m_game->m_gridFocusX)
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&& (prevGridFocusY == m_game->m_gridFocusY)
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&& (m_game->IsHidden(m_game->m_gridFocusX, m_game->m_gridFocusY)) )
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{
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m_game->Mark(m_game->m_gridFocusX, m_game->m_gridFocusY);
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if (!m_game->IsMarked(m_game->m_gridFocusX, m_game->m_gridFocusY))
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{
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Uncover(m_game->m_gridFocusX, m_game->m_gridFocusY);
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}
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RefreshField(m_game->m_gridFocusX, m_game->m_gridFocusY,
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m_game->m_gridFocusX, m_game->m_gridFocusY);
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}
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break;
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default:
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event.Skip();
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}
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if ((prevGridFocusX != m_game->m_gridFocusX)
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|| (prevGridFocusY != m_game->m_gridFocusY))
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{
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// cause focused field to be visible after first key hit after launching new game
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if( m_game->m_gridFocusX < 0 ) m_game->m_gridFocusX = 0;
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if( m_game->m_gridFocusY < 0 ) m_game->m_gridFocusY = 0;
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// refresh previous field and focused field
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RefreshField(prevGridFocusX, prevGridFocusY,
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prevGridFocusX, prevGridFocusY);
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RefreshField(m_game->m_gridFocusX, m_game->m_gridFocusY,
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m_game->m_gridFocusX, m_game->m_gridFocusY);
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}
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}
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