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80cb833594
Both on_square_clicked and flood_mark were very similar so I've introduced the on_square_clicked_impl function which is now called by on_square_clicked and flood_fill.
106 lines
2.9 KiB
C++
106 lines
2.9 KiB
C++
#pragma once
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#include <AK/Noncopyable.h>
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#include <LibCore/CTimer.h>
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#include <LibGUI/GFrame.h>
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class Field;
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class GButton;
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class GLabel;
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class SquareButton;
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class SquareLabel;
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class Square {
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AK_MAKE_NONCOPYABLE(Square)
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public:
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Square() {}
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~Square();
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Field* field { nullptr };
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bool is_swept { false };
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bool has_mine { false };
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bool has_flag { false };
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bool is_considering { false };
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int row { 0 };
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int column { 0 };
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int number { 0 };
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SquareButton* button { nullptr };
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SquareLabel* label { nullptr };
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template<typename Callback>
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void for_each_neighbor(Callback);
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};
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class Field final : public GFrame {
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friend class Square;
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friend class SquareLabel;
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public:
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Field(GLabel& flag_label, GLabel& time_label, GButton& face_button, GWidget* parent, Function<void(Size)> on_size_changed);
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virtual ~Field() override;
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int rows() const { return m_rows; }
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int columns() const { return m_columns; }
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int mine_count() const { return m_mine_count; }
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int square_size() const { return 15; }
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bool is_single_chording() const { return m_single_chording; }
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void set_field_size(int rows, int columns, int mine_count);
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void set_single_chording(bool new_val);
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void reset();
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private:
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virtual void paint_event(GPaintEvent&) override;
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void on_square_clicked(Square&);
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void on_square_right_clicked(Square&);
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void on_square_middle_clicked(Square&);
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void on_square_chorded(Square&);
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void game_over();
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void win();
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void reveal_mines();
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void set_chord_preview(Square&, bool);
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void set_flag(Square&, bool);
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Square& square(int row, int column) { return *m_squares[row * columns() + column]; }
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const Square& square(int row, int column) const { return *m_squares[row * columns() + column]; }
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void flood_fill(Square&);
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void on_square_clicked_impl(Square&, bool);
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template<typename Callback>
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void for_each_square(Callback);
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enum class Face {
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Default,
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Good,
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Bad
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};
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void set_face(Face);
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int m_rows { 0 };
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int m_columns { 0 };
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int m_mine_count { 0 };
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int m_unswept_empties { 0 };
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Vector<OwnPtr<Square>> m_squares;
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RefPtr<GraphicsBitmap> m_mine_bitmap;
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RefPtr<GraphicsBitmap> m_flag_bitmap;
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RefPtr<GraphicsBitmap> m_badflag_bitmap;
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RefPtr<GraphicsBitmap> m_consider_bitmap;
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RefPtr<GraphicsBitmap> m_default_face_bitmap;
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RefPtr<GraphicsBitmap> m_good_face_bitmap;
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RefPtr<GraphicsBitmap> m_bad_face_bitmap;
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RefPtr<GraphicsBitmap> m_number_bitmap[8];
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GButton& m_face_button;
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GLabel& m_flag_label;
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GLabel& m_time_label;
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CTimer m_timer;
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int m_time_elapsed { 0 };
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int m_flags_left { 0 };
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Face m_face { Face::Default };
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bool m_chord_preview { false };
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bool m_first_click { true };
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bool m_single_chording { true };
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Function<void(Size)> m_on_size_changed;
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};
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