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GameOfLife: Switch from single indexed vector to rows+columns
This is not only easier to comprehend code-wise and avoids some function overloads, but also makes resizing the board while preserving game state *a lot* easier. We now no longer have to allocate a new board on every resize, we just grow/shrink the individual row vectors. Also fixes a crash when clicking the board widget outside of the drawn board area.
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5 changed files with 109 additions and 111 deletions
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@ -1,5 +1,6 @@
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/*
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* Copyright (c) 2021, Andres Crucitti <dasc495@gmail.com>
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* Copyright (c) 2021, Linus Groh <linusg@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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@ -12,39 +13,45 @@
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class Board {
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public:
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Board(size_t rows, size_t column);
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Board(size_t rows, size_t columns);
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~Board();
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size_t total_size() const { return m_columns * m_rows; }
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size_t columns() const { return m_columns; }
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size_t rows() const { return m_rows; }
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size_t calculate_index(size_t row, size_t column) const { return row * m_columns + column; };
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void toggle_cell(size_t index);
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void toggle_cell(size_t row, size_t column);
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void set_cell(size_t row, size_t column, bool on);
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void set_cell(size_t index, bool on);
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bool cell(size_t row, size_t column) const;
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bool cell(size_t index) const;
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const Vector<bool>& cells() const { return m_cells; }
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const Vector<Vector<bool>>& cells() const { return m_cells; }
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void run_generation();
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bool is_stalled() const { return m_stalled; }
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void clear();
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void randomize();
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void resize(size_t rows, size_t columns);
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struct RowAndColumn {
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size_t row { 0 };
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size_t column { 0 };
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};
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private:
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bool calculate_next_value(size_t index) const;
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bool calculate_next_value(size_t row, size_t column) const;
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size_t m_columns { 1 };
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size_t m_rows { 1 };
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template<typename Callback>
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void for_each_cell(Callback callback)
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{
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for (size_t row = 0; row < m_rows; ++row) {
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for (size_t column = 0; column < m_columns; ++column)
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callback(row, column);
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}
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}
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size_t m_rows { 0 };
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size_t m_columns { 0 };
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bool m_stalled { false };
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Vector<bool> m_cells;
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Vector<Vector<bool>> m_cells;
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};
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