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/*
 * Copyright (c) 2020, 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.
 */

#pragma once

#include "Game.h"
#include <LibGUI/Widget.h>

class BoardView final : public GUI::Widget {
    C_OBJECT(BoardView)

public:
    BoardView(const Game::Board*);
    virtual ~BoardView() override;

    void set_board(const Game::Board* board);

    Function<void(Game::Direction)> on_move;

private:
    virtual void resize_event(GUI::ResizeEvent&) override;
    virtual void paint_event(GUI::PaintEvent&) override;
    virtual void keydown_event(GUI::KeyEvent&) override;

    size_t rows() const;
    size_t columns() const;

    void pick_font();
    void resize();

    Color background_color_for_cell(u32 value);
    Color text_color_for_cell(u32 value);

    float m_padding { 0 };
    float m_cell_size { 0 };

    const Game::Board* m_board { nullptr };
};