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C++ tutorial: Remove inline source for the game logic chapter
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4 changed files with 173 additions and 42 deletions
71
docs/tutorial/cpp/src/main_game_logic.cpp
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71
docs/tutorial/cpp/src/main_game_logic.cpp
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/* LICENSE BEGIN
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This file is part of the SixtyFPS Project -- https://sixtyfps.io
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Copyright (c) 2020 Olivier Goffart <olivier.goffart@sixtyfps.io>
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Copyright (c) 2020 Simon Hausmann <simon.hausmann@sixtyfps.io>
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SPDX-License-Identifier: GPL-3.0-only
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This file is also available under commercial licensing terms.
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Please contact info@sixtyfps.io for more information.
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LICENSE END */
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// main.cpp
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#include "memory_game_logic.h" // generated header from memory_game_logic.60
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#include <random> // Added
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int main()
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{
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auto main_window = MainWindow::create();
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auto old_tiles = main_window->get_memory_tiles();
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std::vector<TileData> new_tiles;
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new_tiles.reserve(old_tiles->row_count() * 2);
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for (int i = 0; i < old_tiles->row_count(); ++i) {
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new_tiles.push_back(old_tiles->row_data(i));
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new_tiles.push_back(old_tiles->row_data(i));
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}
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std::default_random_engine rng {};
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std::shuffle(new_tiles.begin(), new_tiles.end(), rng);
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// ANCHOR: game_logic
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auto tiles_model = std::make_shared<sixtyfps::VectorModel<TileData>>(new_tiles);
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main_window->set_memory_tiles(tiles_model);
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main_window->on_check_if_pair_solved(
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[main_window_weak = sixtyfps::ComponentWeakHandle(main_window)] {
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auto main_window = *main_window_weak.lock();
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auto tiles_model = main_window->get_memory_tiles();
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int first_visible_index = -1;
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TileData first_visible_tile;
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for (int i = 0; i < tiles_model->row_count(); ++i) {
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auto tile = tiles_model->row_data(i);
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if (!tile.image_visible || tile.solved)
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continue;
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if (first_visible_index == -1) {
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first_visible_index = i;
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first_visible_tile = tile;
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continue;
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}
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bool is_pair_solved = tile == first_visible_tile;
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if (is_pair_solved) {
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first_visible_tile.solved = true;
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tiles_model->set_row_data(first_visible_index, first_visible_tile);
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tile.solved = true;
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tiles_model->set_row_data(i, tile);
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return;
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}
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main_window->set_disable_tiles(true);
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sixtyfps::Timer::single_shot(std::chrono::seconds(1), [=]() mutable {
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main_window->set_disable_tiles(false);
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first_visible_tile.image_visible = false;
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tiles_model->set_row_data(first_visible_index, first_visible_tile);
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tile.image_visible = false;
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tiles_model->set_row_data(i, tile);
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});
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}
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});
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main_window->run();
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}
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// ANCHOR_END: game_logic
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