In reset() function, the icons of labels in the game area were initially
set as mine icon or null. And then, after generation, only the number
icon was set. In the old field generation algorithm, this did not cause
a very visible issue (The displayed mine icons in the game over screen
were from a previously generated game field, which was only slightly
wrong).
However, the newer field generation caused a "no mine icons are shown in
the game over screen" issue. To fix that, the label icon is set to null
initially, and then it is set to a mine or number bitmap.
The existing method was simply using a "randomly generate until it fits
our criteria" method to generate a game field. While this worked OK in
most cases, the run time was increasing seriously in boards whose
mine count / board size ratio was too big.
The new approach simply generates every possible mine location, shuffles
the array and picks its head. This uses more memory (shouldn't be a big
deal since minesweeper boards are generally miniscule) but runs much
quicker. The generation could still use some improvement (regarding
error handling), though :^)
We have a new, improved string type coming up in AK (OOM aware, no null
state), and while it's going to use UTF-8, the name UTF8String is a
mouthful - so let's free up the String name by renaming the existing
class.
Making the old one have an annoying name will hopefully also help with
quick adoption :^)
Converts Minesweeper's main widget to GML, polishes the custom
game window, formats the clock as human readable digital time, and
defers invoking Field's callback until the main widget has finished
relayout. Fixes inability to downsize the main window when shrinking
field size.
Each of these strings would previously rely on StringView's char const*
constructor overload, which would call __builtin_strlen on the string.
Since we now have operator ""sv, we can replace these with much simpler
versions. This opens the door to being able to remove
StringView(char const*).
No functional changes.
This change makes it easier to generate a new field. Instead of using
hard-coded values everywhere, we now just need to keep track of
the Difficulty enum value.
SPDX License Identifiers are a more compact / standardized
way of representing file license information.
See: https://spdx.dev/resources/use/#identifiers
This was done with the `ambr` search and replace tool.
ambr --no-parent-ignore --key-from-file --rep-from-file key.txt rep.txt *
(...and ASSERT_NOT_REACHED => VERIFY_NOT_REACHED)
Since all of these checks are done in release builds as well,
let's rename them to VERIFY to prevent confusion, as everyone is
used to assertions being compiled out in release.
We can introduce a new ASSERT macro that is specifically for debug
checks, but I'm doing this wholesale conversion first since we've
accumulated thousands of these already, and it's not immediately
obvious which ones are suitable for ASSERT.