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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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@ -7,6 +8,10 @@
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#pragma once
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#include "Board.h"
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#include <AK/Function.h>
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#include <AK/NonnullOwnPtr.h>
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#include <AK/Optional.h>
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#include <AK/RefPtr.h>
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#include <LibCore/Timer.h>
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#include <LibGUI/Widget.h>
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@ -23,29 +28,24 @@ public:
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{
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m_toggling_cells = toggling;
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if (!toggling)
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m_last_cell_toggled = m_board->total_size();
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m_last_cell_toggled = { m_board->rows(), m_board->columns() };
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}
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size_t last_toggled() const { return m_last_cell_toggled; }
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bool is_toggling() const { return m_toggling_cells; }
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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 clear_cells() { m_board->clear(); }
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void randomize_cells() { m_board->randomize(); }
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int get_cell_size() const;
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Gfx::IntSize get_board_offset() const;
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size_t get_index_for_point(int x, int y) const;
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Optional<Board::RowAndColumn> get_row_and_column_for_point(int x, int y) const;
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void update_board(size_t rows, size_t columns);
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void resize_board(size_t rows, size_t columns);
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const Board* board() const { return m_board.ptr(); }
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bool is_running() const { return m_running; }
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void set_running(bool r);
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void set_toolbar_enabled(bool);
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void run_generation();
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int running_timer_interval() const { return m_running_timer_interval; }
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@ -53,15 +53,15 @@ public:
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Function<void()> on_running_state_change;
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Function<void()> on_stall;
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Function<void(Board*, size_t)> on_cell_toggled;
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Function<void(Board*, size_t row, size_t column)> on_cell_toggled;
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private:
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BoardWidget(size_t rows, size_t columns);
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bool m_toggling_cells { false };
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size_t m_last_cell_toggled { 0 };
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Board::RowAndColumn m_last_cell_toggled {};
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OwnPtr<Board> m_board { nullptr };
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NonnullOwnPtr<Board> m_board;
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bool m_running { false };
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