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minehunt.h
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/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the demonstration applications of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include <QQmlEngine>
#include <QQmlListProperty>
class TileData : public QObject
{
Q_OBJECT
public:
TileData() : _hasFlag(false), _hasMine(false), _hint(-1), _flipped(false) {}
Q_PROPERTY(bool hasFlag READ hasFlag WRITE setHasFlag NOTIFY hasFlagChanged)
bool hasFlag() const { return _hasFlag; }
Q_PROPERTY(bool hasMine READ hasMine NOTIFY hasMineChanged)
bool hasMine() const { return _hasMine; }
Q_PROPERTY(int hint READ hint NOTIFY hintChanged)
int hint() const { return _hint; }
Q_PROPERTY(bool flipped READ flipped NOTIFY flippedChanged())
bool flipped() const { return _flipped; }
void setHasFlag(bool flag) {if(flag==_hasFlag) return; _hasFlag = flag; emit hasFlagChanged();}
void setHasMine(bool mine) {if(mine==_hasMine) return; _hasMine = mine; emit hasMineChanged();}
void setHint(int hint) { if(hint == _hint) return; _hint = hint; emit hintChanged(); }
void flip() { if (_flipped) return; _flipped = true; emit flippedChanged(); }
void unflip() { if(!_flipped) return; _flipped = false; emit flippedChanged(); }
signals:
void flippedChanged();
void hasFlagChanged();
void hintChanged();
void hasMineChanged();
private:
bool _hasFlag;
bool _hasMine;
int _hint;
bool _flipped;
};
class MinehuntGame : public QObject
{
Q_OBJECT
public:
MinehuntGame();
Q_PROPERTY(QQmlListProperty<TileData> tiles READ tiles CONSTANT)
QQmlListProperty<TileData> tiles();
Q_PROPERTY(bool isPlaying READ isPlaying NOTIFY isPlayingChanged)
bool isPlaying() {return playing;}
Q_PROPERTY(bool hasWon READ hasWon NOTIFY hasWonChanged)
bool hasWon() {return won;}
Q_PROPERTY(int numMines READ numMines NOTIFY numMinesChanged)
int numMines() const{return m_seqIdSample.size();}
Q_PROPERTY(int numFlags READ numFlags NOTIFY numFlagsChanged)
int numFlags() const{return nFlags;}
Q_PROPERTY(QString txtLucky READ txtLucky NOTIFY txtLuckyChanged)
QString txtLucky() const{return m_txtLucky;}
public slots:
Q_INVOKABLE bool flip(int row, int col);
Q_INVOKABLE bool flag(int row, int col);
void setBoard();
void reset();
signals:
void isPlayingChanged();
void hasWonChanged();
void numMinesChanged();
void numFlagsChanged();
void txtLuckyChanged();
private:
bool onBoard( int r, int c ) const { return r >= 0 && r < numRows && c >= 0 && c < numCols; }
TileData *tile( int row, int col ) { return onBoard(row, col) ? _tiles[col+numCols*row] : 0; }
int getHint(int row, int col);
void setPlaying(bool b){if(b==playing) return; playing=b; emit isPlayingChanged();}
void parserClassRoom();
void popOne();
QList<TileData *> _tiles;
int numCols;
int numRows;
bool playing;
bool won;
int remaining;
int nMines;
int nFlags;
QList<int> m_seqIdPool; ///< @brief the set of seq ids
QList<int> m_seqIdSample; ///< @brief the sample set of seq ids
QString m_classname;
QList<QString> m_items;
QString m_txtLucky;
};