Conway: Add interactivity

This commit is contained in:
Ben Wiederhake 2021-01-22 20:19:42 +01:00 committed by Andreas Kling
parent cffafd90de
commit 3179065466
Notes: sideshowbarker 2024-07-18 22:59:32 +09:00
2 changed files with 82 additions and 13 deletions

View File

@ -95,25 +95,88 @@ void Game::timer_event(Core::TimerEvent&)
update();
}
Gfx::IntRect Game::first_cell_rect() const
{
auto game_rect = rect();
auto cell_size = Gfx::IntSize(game_rect.width() / m_columns, game_rect.height() / m_rows);
auto x_margin = (game_rect.width() - (cell_size.width() * m_columns)) / 2;
auto y_margin = (game_rect.height() - (cell_size.height() * m_rows)) / 2;
return { x_margin, y_margin, cell_size.width(), cell_size.height() };
}
void Game::paint_event(GUI::PaintEvent& event)
{
GUI::Painter painter(*this);
painter.add_clip_rect(event.rect());
painter.fill_rect(event.rect(), m_dead_color);
auto game_rect = rect();
auto cell_size = Gfx::IntSize(game_rect.width() / m_columns, game_rect.height() / m_rows);
auto x_margin = (game_rect.width() - (cell_size.width() * m_columns)) / 2;
auto y_margin = (game_rect.height() - (cell_size.height() * m_rows)) / 2;
auto first_rect = first_cell_rect();
for (int y = 0; y < m_rows; y++) {
for (int x = 0; x < m_columns; x++) {
Gfx::IntRect rect {
x * cell_size.width() + x_margin,
y * cell_size.height() + y_margin,
cell_size.width(),
cell_size.height()
x * first_rect.width() + first_rect.left(),
y * first_rect.height() + first_rect.top(),
first_rect.width(),
first_rect.height()
};
painter.fill_rect(rect, m_universe[y][x] ? m_alive_color : m_dead_color);
}
}
}
void Game::mousedown_event(GUI::MouseEvent& event)
{
switch (event.button()) {
case GUI::MouseButton::Left:
case GUI::MouseButton::Right:
m_last_button = event.button();
break;
default:
return;
}
interact_at(event.position());
}
void Game::mouseup_event(GUI::MouseEvent& event)
{
if (event.button() == m_last_button)
m_last_button = GUI::MouseButton::None;
}
void Game::mousemove_event(GUI::MouseEvent& event)
{
interact_at(event.position());
}
void Game::interact_at(const Gfx::IntPoint& point)
{
if (m_last_button == GUI::MouseButton::None)
return;
auto first_rect = first_cell_rect();
// Too tiny window, we don't actually display anything.
if (first_rect.width() == 0 || first_rect.height() == 0)
return;
// Too far left/up.
if (point.x() < first_rect.left() || point.y() < first_rect.top())
return;
int cell_x = (point.x() - first_rect.left()) / first_rect.width();
int cell_y = (point.y() - first_rect.top()) / first_rect.height();
// Too far right/down.
if (cell_x >= m_columns || cell_y >= m_rows)
return;
switch (m_last_button) {
case GUI::MouseButton::Left:
m_universe[cell_y][cell_x] = true;
break;
case GUI::MouseButton::Right:
m_universe[cell_y][cell_x] = false;
break;
default:
ASSERT_NOT_REACHED();
}
}

View File

@ -38,15 +38,21 @@ private:
Game();
virtual void paint_event(GUI::PaintEvent&) override;
virtual void timer_event(Core::TimerEvent&) override;
virtual void mousedown_event(GUI::MouseEvent&) override;
virtual void mouseup_event(GUI::MouseEvent&) override;
virtual void mousemove_event(GUI::MouseEvent&) override;
Gfx::IntRect first_cell_rect() const;
void seed_universe();
void update_universe();
void interact_at(const Gfx::IntPoint&);
Gfx::Color m_alive_color { Color::Green };
Gfx::Color m_dead_color { Color::Black };
int m_rows { 200 };
int m_columns { 200 };
int m_sleep { 100 };
const Gfx::Color m_alive_color { Color::Green };
const Gfx::Color m_dead_color { Color::Black };
const int m_rows { 200 };
const int m_columns { 200 };
const int m_sleep { 100 };
GUI::MouseButton m_last_button { GUI::MouseButton::None };
bool m_universe[200][200];
};