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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.
This commit is contained in:
Linus Groh 2021-05-16 21:32:39 +01:00 committed by Andreas Kling
parent 00bfcef5be
commit f89eb0e4ce
5 changed files with 109 additions and 111 deletions

View file

@ -1,5 +1,6 @@
/*
* Copyright (c) 2021, Andres Crucitti <dasc495@gmail.com>
* Copyright (c) 2021, Linus Groh <linusg@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
@ -8,6 +9,7 @@
#include <LibGUI/Painter.h>
BoardWidget::BoardWidget(size_t rows, size_t columns)
: m_board(make<Board>(rows, columns))
{
m_timer = add<Core::Timer>();
m_timer->stop();
@ -15,8 +17,6 @@ BoardWidget::BoardWidget(size_t rows, size_t columns)
run_generation();
};
m_timer->set_interval(m_running_timer_interval);
update_board(rows, columns);
}
void BoardWidget::run_generation()
@ -30,19 +30,12 @@ void BoardWidget::run_generation()
};
}
void BoardWidget::update_board(size_t rows, size_t columns)
void BoardWidget::resize_board(size_t rows, size_t columns)
{
set_running(false);
m_last_cell_toggled = columns * rows;
if (m_board) {
if (columns == m_board->columns() && rows == m_board->rows()) {
return;
}
}
m_board = make<Board>(rows, columns);
if (columns == m_board->columns() && rows == m_board->rows())
return;
m_board->resize(rows, columns);
m_last_cell_toggled = { rows, columns };
}
void BoardWidget::set_running_timer_interval(int interval)
@ -76,16 +69,16 @@ void BoardWidget::set_running(bool running)
update();
}
void BoardWidget::toggle_cell(size_t index)
void BoardWidget::toggle_cell(size_t row, size_t column)
{
if (m_running || !m_toggling_cells || m_last_cell_toggled == index)
if (m_running || !m_toggling_cells || (m_last_cell_toggled.row == row && m_last_cell_toggled.column == column))
return;
m_last_cell_toggled = index;
m_board->toggle_cell(index);
m_last_cell_toggled = { row, column };
m_board->toggle_cell(row, column);
if (on_cell_toggled)
on_cell_toggled(m_board, index);
on_cell_toggled(m_board, row, column);
update();
}
@ -145,17 +138,23 @@ void BoardWidget::paint_event(GUI::PaintEvent& event)
void BoardWidget::mousedown_event(GUI::MouseEvent& event)
{
size_t index = get_index_for_point(event.x(), event.y());
set_toggling_cells(true);
toggle_cell(index);
auto row_and_column = get_row_and_column_for_point(event.x(), event.y());
if (!row_and_column.has_value())
return;
auto [row, column] = row_and_column.value();
toggle_cell(row, column);
}
void BoardWidget::mousemove_event(GUI::MouseEvent& event)
{
size_t index = get_index_for_point(event.x(), event.y());
if (is_toggling()) {
if (last_toggled() != index)
toggle_cell(index);
auto row_and_column = get_row_and_column_for_point(event.x(), event.y());
if (!row_and_column.has_value())
return;
auto [row, column] = row_and_column.value();
if (m_toggling_cells) {
if (m_last_cell_toggled.row != row || m_last_cell_toggled.column != column)
toggle_cell(row, column);
}
}
@ -164,9 +163,18 @@ void BoardWidget::mouseup_event(GUI::MouseEvent&)
set_toggling_cells(false);
}
size_t BoardWidget::get_index_for_point(int x, int y) const
Optional<Board::RowAndColumn> BoardWidget::get_row_and_column_for_point(int x, int y) const
{
int cell_size = get_cell_size();
Gfx::IntSize board_offset = get_board_offset();
return m_board->columns() * ((y - board_offset.height()) / cell_size) + (x - board_offset.width()) / cell_size;
auto board_offset = get_board_offset();
auto cell_size = get_cell_size();
auto board_width = m_board->columns() * cell_size;
auto board_height = m_board->rows() * cell_size;
if (x <= board_offset.width() || static_cast<size_t>(x) >= board_offset.width() + board_width)
return {};
if (y <= board_offset.height() || static_cast<size_t>(y) >= board_offset.height() + board_height)
return {};
return { {
.row = static_cast<size_t>((y - board_offset.height()) / cell_size),
.column = static_cast<size_t>((x - board_offset.width()) / cell_size),
} };
}