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							- ///////////////////////////////////////////////////////////////////////////////
 
- // Name:        bombs1.cpp
 
- // Purpose:     Bombs game
 
- // Author:      P. Foggia 1996
 
- // Modified by: Wlodzimierz Skiba (ABX) since 2003
 
- // Created:     1996
 
- // Copyright:   (c) 1996 P. Foggia
 
- // Licence:     wxWindows licence
 
- ///////////////////////////////////////////////////////////////////////////////
 
- /*
 
-  * implementation of the methods DrawField and OnEvent of the
 
-  * class BombsCanvas
 
-  */
 
- #include "wx/wxprec.h"
 
- #ifdef __BORLANDC__
 
- #   pragma hdrstop
 
- #endif
 
- #ifndef  WX_PRECOMP
 
- #   include "wx/wx.h"
 
- #endif //precompiled headers
 
- #include "bombs.h"
 
- // 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);
 
-             dc->SetTextBackground(*wxWHITE);
 
-             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);
 
-         }
 
-     }
 
-     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
 
- }
 
- // 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 (m_bmp)
 
-     {
 
-         wxMemoryDC memDC;
 
-         memDC.SelectObject(*m_bmp);
 
-         DrawField(&memDC, xc1, yc1, xc2, yc2);
 
-         memDC.SelectObject(wxNullBitmap);
 
-     }
 
- }
 
- // Called when uncovering a cell.
 
- void BombsCanvas::Uncover(int x, int y)
 
- {
 
-     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 (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 BombsCanvas::OnMouseEvent(wxMouseEvent& event)
 
- {
 
-     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() && 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);
 
-     }
 
- }
 
 
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