C++ tutorial: Remove inline source for the game logic chapter

This commit is contained in:
Simon Hausmann 2021-06-17 15:53:48 +02:00
parent 4affbf728d
commit 1e7aec1531
4 changed files with 173 additions and 42 deletions

View file

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