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#ifndef PUZZLE_HPP_SENTRY
#define PUZZLE_HPP_SENTRY

#include <FL/Enumerations.H>
#include <FL/Fl_Button.H>
#include <FL/Fl_Window.H>
#include <string>
#include <vector>
#include <memory>

enum {
    puzzle_pieces       = 9,
    puzzles_per_side    = 3,
    puzzle_size         = 100,
    spacing             = 5
};

class Puzzle : public Fl_Button{
public:
    unsigned char sequence_number;
    std::string path;
    Puzzle(int x, int y)
        : Fl_Button(x, y, puzzle_size, puzzle_size) {}
};

class GameParams {
public:
    struct coordinates {
        int x, y;
        bool operator==(const coordinates& v) const {
            return this->x == v.x && this->y == v.y;
        }
    };
private:
    static GameParams *instance;
    coordinates standard_puzzle_coordinates[puzzle_pieces];
    char free_puzzles[puzzle_pieces];
    coordinates empty_box;
    std::vector<std::unique_ptr<Puzzle>> puzzles;
    Fl_Window *win;

    GameParams(Fl_Window *a_win = nullptr) : win(a_win) {}

    void CalculateStandardPuzzlePos();
    void ResetFreePuzzles();
    void NextUntestedPuzzles();
    bool IsSolvability();
    void CreateNewPuzzles();

    friend class PuzzleGame;
    friend class ASearch;
    friend void press_button_callback(Fl_Widget*, void*);
    friend void solve_problem_callback(Fl_Widget*, void*);
public:
    void SetXYEmptyBox(int x, int y) { empty_box.x = x; empty_box. y = y; }
    coordinates GetXYEmptyBox() { return empty_box; }
    static GameParams *SetUpParams(Fl_Window *win) {
        if(instance)
            return instance;
        GameParams *gi = new GameParams(win);
        gi->CalculateStandardPuzzlePos();
        return gi;
    }
};

#endif