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serenity/Userland/Games/Minesweeper/Field.h
Pedro Pereira 7b4b060b9c Minesweeper: Create field from Difficulty enum
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.
2021-11-15 14:05:03 +00:00

165 lines
4.5 KiB
C++

/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Noncopyable.h>
#include <LibCore/Timer.h>
#include <LibGUI/Frame.h>
#include <LibGfx/Palette.h>
class Field;
class SquareButton;
class SquareLabel;
class Square {
AK_MAKE_NONCOPYABLE(Square);
public:
Square();
~Square();
Field* field { nullptr };
bool is_swept { false };
bool has_mine { false };
bool has_flag { false };
bool is_considering { false };
size_t row { 0 };
size_t column { 0 };
size_t number { 0 };
RefPtr<SquareButton> button;
RefPtr<SquareLabel> label;
template<typename Callback>
void for_each_neighbor(Callback);
};
class Field final : public GUI::Frame {
C_OBJECT(Field)
friend class Square;
friend class SquareLabel;
public:
virtual ~Field() override;
enum class Difficulty {
Beginner,
Intermediate,
Expert,
Madwoman,
Custom
};
StringView difficulty_to_string(Difficulty difficulty) const
{
switch (difficulty) {
case Difficulty::Beginner:
return "beginner"sv;
case Difficulty::Intermediate:
return "intermediate"sv;
case Difficulty::Expert:
return "expert"sv;
case Difficulty::Madwoman:
return "madwoman"sv;
case Difficulty::Custom:
return "custom"sv;
default:
VERIFY_NOT_REACHED();
}
}
Optional<Difficulty> difficulty_from_string(StringView difficulty_string) const
{
if (difficulty_string.matches("beginner"))
return Difficulty::Beginner;
if (difficulty_string.equals_ignoring_case("intermediate"))
return Difficulty::Intermediate;
if (difficulty_string.equals_ignoring_case("expert"))
return Difficulty::Expert;
if (difficulty_string.equals_ignoring_case("madwoman"))
return Difficulty::Madwoman;
if (difficulty_string.equals_ignoring_case("custom"))
return Difficulty::Custom;
return {};
}
Difficulty difficulty() const { return m_difficulty; }
size_t rows() const { return m_rows; }
size_t columns() const { return m_columns; }
size_t mine_count() const { return m_mine_count; }
int square_size() const { return 15; }
bool is_single_chording() const { return m_single_chording; }
void set_field_difficulty(Difficulty difficulty);
void set_field_size(Difficulty difficulty, size_t rows, size_t columns, size_t mine_count);
void set_single_chording(bool new_val);
void reset();
private:
Field(GUI::Label& flag_label, GUI::Label& time_label, GUI::Button& face_button, Function<void(Gfx::IntSize)> on_size_changed);
virtual void paint_event(GUI::PaintEvent&) override;
void on_square_clicked(Square&);
void on_square_secondary_clicked(Square&);
void on_square_middle_clicked(Square&);
void on_square_chorded(Square&);
void game_over();
void win();
void reveal_mines();
void set_chord_preview(Square&, bool);
void set_flag(Square&, bool);
Square& square(size_t row, size_t column) { return *m_squares[row * columns() + column]; }
const Square& square(size_t row, size_t column) const { return *m_squares[row * columns() + column]; }
void flood_fill(Square&);
void on_square_clicked_impl(Square&, bool);
template<typename Callback>
void for_each_square(Callback);
enum class Face {
Default,
Good,
Bad
};
void set_face(Face);
Difficulty m_difficulty { Difficulty::Beginner };
size_t m_rows { 0 };
size_t m_columns { 0 };
size_t m_mine_count { 0 };
size_t m_unswept_empties { 0 };
Vector<OwnPtr<Square>> m_squares;
RefPtr<Gfx::Bitmap> m_mine_bitmap;
RefPtr<Gfx::Bitmap> m_flag_bitmap;
RefPtr<Gfx::Bitmap> m_badflag_bitmap;
RefPtr<Gfx::Bitmap> m_consider_bitmap;
RefPtr<Gfx::Bitmap> m_default_face_bitmap;
RefPtr<Gfx::Bitmap> m_good_face_bitmap;
RefPtr<Gfx::Bitmap> m_bad_face_bitmap;
RefPtr<Gfx::Bitmap> m_number_bitmap[8];
Gfx::Palette m_mine_palette;
GUI::Button& m_face_button;
GUI::Label& m_flag_label;
GUI::Label& m_time_label;
RefPtr<Core::Timer> m_timer;
size_t m_time_elapsed { 0 };
size_t m_flags_left { 0 };
Face m_face { Face::Default };
bool m_chord_preview { false };
bool m_first_click { true };
bool m_single_chording { true };
Function<void(Gfx::IntSize)> m_on_size_changed;
};