Clean code
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parent
3257e534c3
commit
5b8b0f8fb8
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@ -61,14 +61,13 @@ void Application::onGameState(sf::Event& event)
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break;
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break;
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case sf::Event::KeyPressed:
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case sf::Event::KeyPressed:
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// Go to selection mode
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if (event.key.code == sf::Keyboard::Z)
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if (event.key.code == sf::Keyboard::Z)
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board.onSelectionMode();
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board.onSelectionMode();
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else // if it wasn't selection mode, then try to handle direction
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else
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board.moveSelection(getDirection(event.key.code));
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board.tryProcessDirection(getDirection(event.key.code));
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break;
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break;
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default: // otherwise - do nothing
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default:
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break;
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break;
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}
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}
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116
board.cpp
116
board.cpp
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@ -28,32 +28,43 @@ Board::~Board()
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bool Board::init(const std::string& path, int splitting, const sf::RenderWindow &window)
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bool Board::init(const std::string& path, int splitting, const sf::RenderWindow &window)
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{
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{
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// PREPARING INITIAL BOARD STATE //
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if (!global_texture.loadFromFile(path) )
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if (!global_texture.loadFromFile(path) )
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return false;
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return false;
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calculateBoardProperties(splitting);
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splitImageIntoTiles(Cell::side_length);
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scaleImageToWindow(window);
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shuffleTiles();
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setSelectionVertex(selection_index);
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return true;
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}
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void Board::calculateBoardProperties(int splitting)
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{
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const int width = global_texture.getSize().x;
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const int width = global_texture.getSize().x;
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const int height = global_texture.getSize().y;
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const int height = global_texture.getSize().y;
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Cell::side_length = (width < height) ? width / splitting : height / splitting;
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Cell::side_length = (width < height) ? width / splitting : height / splitting;
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cells_on_height = height / Cell::side_length;
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cells_on_height = height / Cell::side_length;
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cells_on_width = width / Cell::side_length;
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cells_on_width = width / Cell::side_length;
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}
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vec_field.reserve(cells_on_height * cells_on_width);
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void Board::splitImageIntoTiles(int tile_length)
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{
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const int width = global_texture.getSize().x;
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const int height = global_texture.getSize().y;
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/* Iterating board cells' screen positions.
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* The initial image after this would look exactly like the loaded picture, not shuffled yet. */
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Cells::size_type index = 0;
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Cells::size_type index = 0;
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for (int x = 0; x < height; x += Cell::side_length)
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for (int x = 0; x < height; x += tile_length)
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{
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{
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if ((height - x) >= Cell::side_length)
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if ((height - x) >= tile_length)
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{
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{
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for (int y = 0; y < width; y += Cell::side_length)
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for (int y = 0; y < width; y += tile_length)
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{
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{
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if ((width - y) >= Cell::side_length)
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if ((width - y) >= tile_length)
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{
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{
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sf::Sprite* sp = new sf::Sprite(global_texture, sf::IntRect(y, x, Cell::side_length, Cell::side_length));
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sf::Sprite* sp = new sf::Sprite(global_texture, sf::IntRect(y, x, tile_length, tile_length));
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sp->setPosition(static_cast<float>(y), static_cast<float>(x));
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sp->setPosition(static_cast<float>(y), static_cast<float>(x));
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vec_field.push_back(new Cell({index, index, sp}));
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vec_field.push_back(new Cell({index, index, sp}));
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@ -62,43 +73,63 @@ bool Board::init(const std::string& path, int splitting, const sf::RenderWindow
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}
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}
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}
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}
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}
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}
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}
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// SCALING //
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void Board::scaleImageToWindow(const sf::RenderWindow &window)
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{
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float scaling = calculateScalingToWindow(window);
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scaleTiles(scaling);
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}
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float Board::calculateScalingToWindow(const sf::RenderWindow &window) const
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{
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int texture_width = global_texture.getSize().x;
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int texture_height = global_texture.getSize().y;
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float scaling = 0.;
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float scaling = 0.;
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if (width >= height && width > static_cast<int>(window.getSize().x))
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if (texture_width >= texture_height && texture_width > static_cast<int>(window.getSize().x))
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scaling = static_cast<float>(window.getSize().x) / static_cast<float>(width);
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scaling = static_cast<float>(window.getSize().x) / static_cast<float>(texture_width);
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if (height >= width && height > static_cast<int>(window.getSize().y))
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if (texture_height >= texture_width && texture_height > static_cast<int>(window.getSize().y))
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scaling = static_cast<float>(window.getSize().y) / static_cast<float>(height);
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scaling = static_cast<float>(window.getSize().y) / static_cast<float>(texture_height);
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return scaling;
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}
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void Board::scaleTiles(float scaling)
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{
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if (scaling == 0.)
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return;
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if (scaling != 0.)
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{
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// Calculating new size of each tile
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int old_side_length = Cell::side_length;
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int old_side_length = Cell::side_length;
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Cell::side_length = static_cast<int>(static_cast<float>(Cell::side_length) * scaling);
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Cell::side_length = static_cast<int>(static_cast<float>(Cell::side_length) * scaling);
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int shift = Cell::side_length - old_side_length;
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int shift = Cell::side_length - old_side_length;
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float move_x, move_y;
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// Moving all scaled tiles up and left, to remove spacing
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for (Cells::size_type i = 0; i < vec_field.size(); ++i)
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for (Cells::size_type i = 0; i < vec_field.size(); ++i)
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{
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{
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move_x = 0.f;
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move_y = 0.f;
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// The first column isn't allowed to move by x
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if (!(((i % cells_on_width == 0) && (i >= cells_on_width))))
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move_x = static_cast<float>(shift) * static_cast<float>((i < cells_on_width) ? i : i % cells_on_width);
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// The first row isn't allowed to move by y
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if (i >= cells_on_width)
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move_y = static_cast<float>(shift) * static_cast<float>(i / cells_on_width);
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vec_field[i]->sprite->scale(scaling, scaling);
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vec_field[i]->sprite->scale(scaling, scaling);
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vec_field[i]->sprite->move(move_x, move_y);
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const auto shift_vector = calculateTileShiftVector(i, shift);
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vec_field[i]->sprite->move(shift_vector.first, shift_vector.second);
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}
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}
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}
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}
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std::pair<float, float> Board::calculateTileShiftVector(Cells::size_type tile_index, int shift) const
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{
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float move_x = 0.f, move_y = 0.f;
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// The first column isn't allowed to move by x
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if (!(((tile_index % cells_on_width == 0) && (tile_index >= cells_on_width))))
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move_x = static_cast<float>(shift) * static_cast<float>((tile_index < cells_on_width) ? tile_index : tile_index % cells_on_width);
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// SHUFFLING //
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// The first row isn't allowed to move by y
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if (tile_index >= cells_on_width)
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move_y = static_cast<float>(shift) * static_cast<float>(tile_index / cells_on_width);
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return {move_x, move_y};
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}
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void Board::shuffleTiles()
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{
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solved_tiles = vec_field.size(); // all tiles are solved for now
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solved_tiles = vec_field.size(); // all tiles are solved for now
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srand(static_cast<unsigned int>(time(nullptr)));
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srand(static_cast<unsigned int>(time(nullptr)));
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@ -112,11 +143,6 @@ bool Board::init(const std::string& path, int splitting, const sf::RenderWindow
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swapCells(curr_i, swap_i);
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swapCells(curr_i, swap_i);
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}
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}
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// Set initial position of cursor
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setSelectionVertex(selection_index);
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return true;
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}
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}
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void Board::draw(sf::RenderWindow& window)
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void Board::draw(sf::RenderWindow& window)
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@ -131,10 +157,16 @@ void Board::draw(sf::RenderWindow& window)
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window.draw(rect_selection);
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window.draw(rect_selection);
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}
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}
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bool Board::tryProcessDirection(const DIRECTION &direction)
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{
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if (on_selection)
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return swapOnSelection(direction);
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return moveSelection(direction);
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}
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bool Board::moveSelection(const DIRECTION &direction)
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bool Board::moveSelection(const DIRECTION &direction)
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{
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{
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if (!on_selection)
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{
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switch (direction) {
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switch (direction) {
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case DIRECTION::UP:
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case DIRECTION::UP:
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if (selection_index < cells_on_width) // if upper row
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if (selection_index < cells_on_width) // if upper row
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@ -171,8 +203,10 @@ bool Board::moveSelection(const DIRECTION &direction)
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}
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}
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return true;
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return true;
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}
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}
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bool Board::swapOnSelection(const DIRECTION &direction)
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{
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switch (direction) {
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switch (direction) {
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case DIRECTION::UP:
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case DIRECTION::UP:
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if (selection_index < cells_on_width) // if upper row
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if (selection_index < cells_on_width) // if upper row
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@ -291,4 +325,4 @@ void Board::setCursorVisibility(bool visible)
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is_cursor_visible = visible;
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is_cursor_visible = visible;
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}
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}
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int Board::Cell::side_length = 0;
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int Board::Cell::side_length = 1;
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26
board.h
26
board.h
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@ -27,27 +27,20 @@ public:
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explicit Board();
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explicit Board();
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~Board();
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~Board();
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// Set play image
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bool init(const std::string& path, int splitting, const sf::RenderWindow& window);
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bool init(const std::string& path, int splitting, const sf::RenderWindow& window);
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// Output current graphical state on application window
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void draw(sf::RenderWindow& window);
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void draw(sf::RenderWindow& window);
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bool isWinCondition() const;
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// Move cursor to next tile by given direction
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void setCursorVisibility(bool visible);
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bool tryProcessDirection(const DIRECTION& direction);
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bool moveSelection(const DIRECTION& direction);
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bool moveSelection(const DIRECTION& direction);
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bool swapOnSelection(const DIRECTION& direction);
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// Go to or leave from selection mode
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// Go to or leave from selection mode
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void onSelectionMode();
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void onSelectionMode();
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// Did player win the game
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bool isWinCondition() const;
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// Show or hide selection cursos
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void setCursorVisibility(bool visible = false);
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private:
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private:
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// Game tile
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struct Cell
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struct Cell
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{
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{
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std::vector<Cell*>::size_type inital_index;
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std::vector<Cell*>::size_type inital_index;
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// Draw selection cursor on given tile
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// Draw selection cursor on given tile
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void setSelectionVertex(Cells::size_type index);
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void setSelectionVertex(Cells::size_type index);
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void calculateBoardProperties(int splitting);
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void splitImageIntoTiles(int tile_length);
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void scaleImageToWindow(const sf::RenderWindow &window);
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float calculateScalingToWindow(const sf::RenderWindow &window) const;
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void scaleTiles(float scaling);
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std::pair<float, float> calculateTileShiftVector(Cells::size_type tile_index, int shift) const;
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void shuffleTiles();
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};
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};
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2
main.cpp
2
main.cpp
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@ -99,7 +99,7 @@ int main(int argc, char **argv)
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{
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{
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const auto&[ret_code, splitting, resolution, path] = parseInput(argc, argv);
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const auto&[ret_code, splitting, resolution, path] = parseInput(argc, argv);
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if (ret_code) // Error code is EXIT_FAILURE
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if (ret_code)
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return ret_code;
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return ret_code;
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Application app(resolution.x, resolution.y);
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Application app(resolution.x, resolution.y);
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