/* * Copyright (c) 2021, the SerenityOS developers. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "Game.h" #include #include #include Game::Game() { reset(); } Game::~Game() { } void Game::reset() { stop_timer(); seed_universe(); start_timer(m_sleep); update(); } void Game::seed_universe() { for (int y = 0; y < m_rows; y++) { for (int x = 0; x < m_columns; x++) { m_universe[y][x] = (arc4random() % 2) ? 1 : 0; } } } void Game::update_universe() { bool new_universe[m_rows][m_columns]; for (int y = 0; y < m_rows; y++) { for (int x = 0; x < m_columns; x++) { int n = 0; auto cell = m_universe[y][x]; for (int y1 = y - 1; y1 <= y + 1; y1++) { for (int x1 = x - 1; x1 <= x + 1; x1++) { if (m_universe[(y1 + m_rows) % m_rows][(x1 + m_columns) % m_columns]) { n++; } } } if (cell) n--; if (n == 3 || (n == 2 && cell)) new_universe[y][x] = true; else new_universe[y][x] = false; } } for (int y = 0; y < m_rows; y++) { for (int x = 0; x < m_columns; x++) { m_universe[y][x] = new_universe[y][x]; } } } void Game::timer_event(Core::TimerEvent&) { update_universe(); update(); } Gfx::IntRect Game::first_cell_rect() const { auto game_rect = rect(); auto cell_size = Gfx::IntSize(game_rect.width() / m_columns, game_rect.height() / m_rows); auto x_margin = (game_rect.width() - (cell_size.width() * m_columns)) / 2; auto y_margin = (game_rect.height() - (cell_size.height() * m_rows)) / 2; return { x_margin, y_margin, cell_size.width(), cell_size.height() }; } void Game::paint_event(GUI::PaintEvent& event) { GUI::Painter painter(*this); painter.add_clip_rect(event.rect()); painter.fill_rect(event.rect(), m_dead_color); auto first_rect = first_cell_rect(); for (int y = 0; y < m_rows; y++) { for (int x = 0; x < m_columns; x++) { Gfx::IntRect rect { x * first_rect.width() + first_rect.left(), y * first_rect.height() + first_rect.top(), first_rect.width(), first_rect.height() }; painter.fill_rect(rect, m_universe[y][x] ? m_alive_color : m_dead_color); } } } void Game::mousedown_event(GUI::MouseEvent& event) { switch (event.button()) { case GUI::MouseButton::Left: case GUI::MouseButton::Right: m_last_button = event.button(); break; default: return; } interact_at(event.position()); } void Game::mouseup_event(GUI::MouseEvent& event) { if (event.button() == m_last_button) m_last_button = GUI::MouseButton::None; } void Game::mousemove_event(GUI::MouseEvent& event) { interact_at(event.position()); } void Game::interact_at(const Gfx::IntPoint& point) { if (m_last_button == GUI::MouseButton::None) return; auto first_rect = first_cell_rect(); // Too tiny window, we don't actually display anything. if (first_rect.width() == 0 || first_rect.height() == 0) return; // Too far left/up. if (point.x() < first_rect.left() || point.y() < first_rect.top()) return; int cell_x = (point.x() - first_rect.left()) / first_rect.width(); int cell_y = (point.y() - first_rect.top()) / first_rect.height(); // Too far right/down. if (cell_x >= m_columns || cell_y >= m_rows) return; switch (m_last_button) { case GUI::MouseButton::Left: m_universe[cell_y][cell_x] = true; break; case GUI::MouseButton::Right: m_universe[cell_y][cell_x] = false; break; default: VERIFY_NOT_REACHED(); } }