Fragment code into multiple files

This commit is contained in:
Matúš Púll 2025-07-26 22:10:19 +02:00
parent b6b296d099
commit 74c2eb03e6
6 changed files with 282 additions and 244 deletions

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@ -1,2 +1,10 @@
all: recursive.cpp CPP_FILES = \
g++ $< -Iraylib -lraylib -o piskvorky graphics.cpp \
block.cpp \
recursive.cpp
HPP_FILES = \
global.hpp
all: $(CPP_FILES) $(HPP_FILES)
g++ $(CPP_FILES) -Iraylib -lraylib -o piskvorky

121
block.cpp Normal file
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@ -0,0 +1,121 @@
#include "global.hpp"
Block::Block(int _depth, Rectangle trg) {
place = trg;
int x = trg.x, y = trg.y, w = trg.width, h = trg.height;
depth = _depth;
if(depth > 0)
for(int i = 0; i < 9; i++)
sons[i] = new Block( depth-1, get_son_rectangle(i) );
}
Rectangle Block::get_son_rectangle(int son) {
return {
float(int(place.x + place.width/3 * (son%3))),
float(int(place.y + place.height/3 * int(son/3))),
float(int(place.width/3)),
float(int(place.height/3))
};
}
int Block::set(tile pl) {
t = pl;
if(pl == empty)
return OKAY;
return CHANGE;
}
bool Block::playable(deque<int> v) {
if(depth == 0 && t == empty)
return true;
if(t != empty || v.size() == 0)
return false;
int son = v.front();
v.pop_front();
return sons[son]->playable(v);
}
int Block::play(deque<int> v, tile pl) {
if(t != empty)
return v.size();
if(depth == 0)
return set(pl);
if(v.size() == 0)
return OKAY;
int son = v.front();
v.erase(v.begin());
int rv = sons[son]->play(v, pl);
if(rv == CHANGE)
return set(update());
return rv;
}
bool Block::check_tie() {
bool is_tie = true;
for(Block* s : sons)
if(s->t == empty)
is_tie = false;
return is_tie;
}
tile Block::update() {
tile d1 = sons[0]->t, d2 = sons[2]->t;
for(int k = 0; k < 3; k++) {
tile row = sons[k*3]->t, col = sons[k%3]->t;
for(int i = 0; i < 3; i++) {
if(sons[k*3 + i]->t != row)
row = empty;
if(sons[k%3 + i*3]->t != col)
col = empty;
}
if(row != empty)
return row;
if(col != empty)
return col;
if(sons[k*4]->t != sons[0]->t)
d1 = empty;
if(sons[(k+1)*2]->t != sons[2]->t)
d2 = empty;
}
if(d1 != empty)
return d1;
if(d2 != empty)
return d2;
if(check_tie())
return tie;
return empty;
}
Rectangle Block::getRect(deque<int> v) {
if(v.size() == 0)
return place;
else {
int index = v.front();
v.pop_front();
return sons[index]->getRect(v);
}
}
void Block::updateRect(Rectangle trg) {
place = trg;
if(depth == 0)
return;
for(int i = 0; i < 9; i++)
sons[i]->updateRect(get_son_rectangle(i));
}
void Block::save(vector<tile> *r) {
if(depth == 0)
r->push_back(t);
else
for(Block* son : sons)
son->save(r);
}
void Block::load_state(vector<tile> state, int pos) {
if(depth == 0)
t = state[pos];
else {
for(int i = 0; i < 9; i++)
sons[i]->load_state(state, pos*9+i);
t = update();
}
}
void Block::undo(deque<int> &prev) {
// TODO
}

72
global.hpp Normal file
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@ -0,0 +1,72 @@
#pragma once
#include <iostream>
#include <fstream>
#include <array>
#include <vector>
#include <deque>
#include <string>
#include <raylib.h>
using std::deque;
using std::string;
using std::array;
using std::vector;
using std::cin;
using std::cout;
#define FPS 15
#define SCREEN 800
#define LINE_W 2
#define IMG_COUNT 2
enum tile {empty = 0, p1 = 1, p2 = 2, tie = 3};
#define OKAY -1
#define CHANGE -2
tile act(int t);
tile pas(int t);
Color col(int t);
struct Block {
tile t = empty;
int depth;
Rectangle place;
array<Block*, 9> sons;
Block() {}
Block(int _depth, Rectangle trg);
Rectangle get_son_rectangle(int son);
int set(tile pl);
bool playable(deque<int> v);
int play(deque<int> v, tile pl);
bool check_tie();
tile update();
Rectangle getRect(deque<int> v);
void updateRect(Rectangle trg);
void save(vector<tile> *r);
void load_state(vector<tile> state, int pos);
void undo(deque<int> &prev);
};
void update(int &time, deque<int> &turn, Block* root, Rectangle &dst);
void undo(Block *root, deque<int> &prev, Rectangle &dst, int &time);
bool valid(Block* root, Rectangle &dst, deque<int> &turn);
class Renderer {
array<Texture2D, IMG_COUNT> textures;
Block *root;
void prepareTextures();
public:
void renderImage(tile t, Rectangle dst, Color color = WHITE);
void render_all(Block* root, int time, Rectangle play_area, deque<int> highlight = {});
void render_block(Block *b);
int update_board_size(int depth);
void prepare_screen(Block* root, int time, Rectangle dst);
};

59
graphics.cpp Normal file
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@ -0,0 +1,59 @@
#include "global.hpp"
// Rendering
void Renderer::prepareTextures() {
const char* paths[] = {"img/circle.png", "img/cross.png"};
for(int i = 0; i < IMG_COUNT; i++) {
Image img;
img = LoadImage(paths[i]);
textures[i] = LoadTextureFromImage(img);
}
}
void Renderer::renderImage(tile t, Rectangle dst, Color color) {
if(t == empty || t == tie)
return;
Texture tex = textures[t-1];
Rectangle src = {0, 0, (float)tex.width, (float)tex.height};
DrawTexturePro(textures[t-1], src, dst, {0,0}, 0, color);
}
void Renderer::render_block(Block *b) {
if(b->depth > 0)
DrawRectangleLinesEx(b->place, b->depth, BLACK);
renderImage(b->t, b->place);
if(b->depth == 0 || (b->t != empty && b->t != tie))
return;
for(int i = 0; i < 9; i++)
render_block(b->sons[i]);
}
void Renderer::render_all(Block* root, int time, Rectangle play_area, deque<int> highlight) {
BeginDrawing();
ClearBackground(RAYWHITE);
render_block(root);
if(valid(root, play_area, highlight))
renderImage(act(time), root->getRect(highlight), BLACK);
DrawRectangleLinesEx(play_area, 3*LINE_W, col(time+1));
EndDrawing();
}
int Renderer::update_board_size(int depth) {
int max_size = std::min(GetScreenWidth(), GetScreenHeight());
int size = 1;
for(int i = 0; i < depth; i++)
size *= 3;
max_size -= max_size % size;
return max_size;
}
void Renderer::prepare_screen(Block* root, int time, Rectangle dst) {
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(SCREEN, SCREEN, "Rekurze");
SetTargetFPS(FPS);
prepareTextures();
render_all(root, time, dst);
}

BIN
piskvorky Executable file

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@ -1,72 +1,10 @@
#include <iostream> #include "global.hpp"
#include <fstream>
#include <array>
#include <vector>
#include <deque>
#include <string>
#include <raylib.h>
using std::deque;
using std::string;
using std::array;
using std::vector;
using std::cin;
using std::cout;
enum tile {empty = 0, p1 = 1, p2 = 2, tie = 3};
tile act(int t) { return (t % 2) ? p2 : p1; } tile act(int t) { return (t % 2) ? p2 : p1; }
tile pas(int t) { return (t % 2) ? p1 : p2; } tile pas(int t) { return (t % 2) ? p1 : p2; }
Color col(int t) { return act(t) == p2 ? BLUE : RED; } Color col(int t) { return act(t) == p2 ? BLUE : RED; }
#define FPS 15
#define SCREEN 800
#define LINE_W 2
// Images
#define IMG_COUNT 2
array<Texture2D, IMG_COUNT> textures;
void prepareTextures() {
const char* paths[] = {"img/circle.png", "img/cross.png"};
for(int i = 0; i < IMG_COUNT; i++) {
Image img;
img = LoadImage(paths[i]);
textures[i] = LoadTextureFromImage(img);
}
}
void renderImage(tile t, Rectangle dst, Color color = WHITE) {
if(t == empty || t == tie)
return;
Texture tex = textures[t-1];
Rectangle src = {0, 0, (float)tex.width, (float)tex.height};
DrawTexturePro(textures[t-1], src, dst, {0,0}, 0, color);
}
struct pos {
int x, y;
pos() : x(-1), y(-1) {}
pos(int px, int py) : x(px), y(py) {}
pos(Vector2 v) : x(v.x), y(v.y) {}
pos operator/(int a) {return {x/a, y/a};};
pos operator%(int a) {return {x%a, y%a};};
int to_int() { return 3*y + x; }
deque<int> to_deque(int depth, int screenSize) {
deque<int> r = {};
pos pp = pos(x,y);
if(pp.x > screenSize || pp.y > screenSize)
return {};
for(int i = 0; i < depth; ++i) {
screenSize /= 3;
pos ppos = pp/screenSize;
r.push_back(ppos.to_int());
pp = pp%screenSize;
}
return r;
}
};
deque<int> to_deque(Vector2 v, int depth, int size) { deque<int> to_deque(Vector2 v, int depth, int size) {
deque<int> r = {}; deque<int> r = {};
@ -84,148 +22,6 @@ deque<int> to_deque(Vector2 v, int depth, int size) {
return r; return r;
} }
#define OKAY -1
#define CHANGE -2
class Block {
tile t = empty;
Rectangle place;
int depth;
array<Block*, 9> sons;
public:
Block() {}
Block(int _depth, Rectangle trg) {
place = trg;
int x = trg.x, y = trg.y, w = trg.width, h = trg.height;
depth = _depth;
if(depth > 0)
for(int i = 0; i < 9; i++)
sons[i] = new Block( depth-1, get_son_rectangle(i) );
}
Rectangle get_son_rectangle(int son) {
return {
float(int(place.x + place.width/3 * (son%3))),
float(int(place.y + place.height/3 * int(son/3))),
float(int(place.width/3)),
float(int(place.height/3))
};
}
int change(tile pl) {
t = pl;
if(pl == empty)
return OKAY;
return CHANGE;
}
bool playable(deque<int> v) {
if(depth == 0 && t == empty)
return true;
if(t != empty || v.size() == 0)
return false;
int son = v.front();
v.pop_front();
return sons[son]->playable(v);
}
int play(deque<int> v, tile pl) {
if(t != empty)
return v.size();
if(depth == 0)
return change(pl);
if(v.size() == 0)
return OKAY;
int son = v.front();
v.erase(v.begin());
int rv = sons[son]->play(v, pl);
if(rv == CHANGE)
return change(check_win());
return rv;
}
bool check_tie() {
bool is_tie = true;
for(Block* s : sons)
if(s->t == empty)
is_tie = false;
return is_tie;
}
tile check_win() {
tile d1 = sons[0]->t, d2 = sons[2]->t;
for(int k = 0; k < 3; k++) {
tile row = sons[k*3]->t, col = sons[k%3]->t;
for(int i = 0; i < 3; i++) {
if(sons[k*3 + i]->t != row)
row = empty;
if(sons[k%3 + i*3]->t != col)
col = empty;
}
if(row != empty)
return row;
if(col != empty)
return col;
if(sons[k*4]->t != sons[0]->t)
d1 = empty;
if(sons[(k+1)*2]->t != sons[2]->t)
d2 = empty;
}
if(d1 != empty)
return d1;
if(d2 != empty)
return d2;
if(check_tie())
return tie;
return empty;
}
void render() {
if(depth > 0)
DrawRectangleLinesEx(place, depth, BLACK);
renderImage(t, place);
if(depth == 0 || (t != empty && t != tie))
return;
for(int i = 0; i < 9; i++)
sons[i]->render();
}
Rectangle getRect(deque<int> v) {
if(v.size() == 0)
return place;
else {
int index = v.front();
v.pop_front();
return sons[index]->getRect(v);
}
}
void updateRect(Rectangle trg) {
place = trg;
int x = trg.x, y = trg.y,
w = trg.width, h = trg.height;
if(depth == 0)
return;
for(int i = 0; i < 9; i++)
sons[i]->updateRect(get_son_rectangle(i));
}
void save(vector<tile> *r) {
if(depth == 0)
r->push_back(t);
else // TODO save?
for(Block* son : sons)
son->save(r);
}
void load_state(vector<tile> state, int pos) {
if(depth == 0)
t = state[pos];
else {
for(int i = 0; i < 9; i++)
sons[i]->load_state(state, pos*9+i);
t = check_win();
}
}
void undo(deque<int> &prev) {
// TODall: $(PAGES) ...O
}
};
void save_state(Block* root, int depth, int time, deque<int> &turn) { void save_state(Block* root, int depth, int time, deque<int> &turn) {
vector<tile> state = {}; vector<tile> state = {};
@ -236,9 +32,11 @@ void save_state(Block* root, int depth, int time, deque<int> &turn) {
outfile << depth << "\n" << time << "\n" << turn.size() << "\n"; outfile << depth << "\n" << time << "\n" << turn.size() << "\n";
// Save turns
for(int play : turn) for(int play : turn)
outfile << play << std::endl; outfile << play << std::endl;
// Save game state
for(tile t : state) for(tile t : state)
outfile << int(t) << std::endl; outfile << int(t) << std::endl;
} }
@ -285,24 +83,6 @@ void undo(Block *root, deque<int> &prev, Rectangle &dst, int &time) {
bool valid(Block* root, Rectangle &dst, deque<int> &turn) { bool valid(Block* root, Rectangle &dst, deque<int> &turn) {
return CheckCollisionRecs(root->getRect(turn), dst) && root->playable(turn); return CheckCollisionRecs(root->getRect(turn), dst) && root->playable(turn);
} }
void render_all(Block* root, int time, Rectangle dst, deque<int> highlight = {}) {
BeginDrawing();
ClearBackground(RAYWHITE);
root->render();
if(valid(root, dst, highlight))
renderImage(act(time), root->getRect(highlight), BLACK);
DrawRectangleLinesEx(dst, 3*LINE_W, col(time+1));
EndDrawing();
}
void prepareScreen(Block* root, int time, Rectangle dst, int depth) {
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(SCREEN, SCREEN, "Rekurze");
SetTargetFPS(FPS);
prepareTextures();
render_all(root, time, dst);
}
int main(int argc, char** argv) { int main(int argc, char** argv) {
@ -310,44 +90,41 @@ int main(int argc, char** argv) {
int time = 0, depth; int time = 0, depth;
Block* root = nullptr; Block* root = nullptr;
int screenSize = SCREEN;
if(argc <= 1) { if(argc <= 1) {
cin >> depth; cin >> depth;
root = new Block(depth, {0, 0, (float)screenSize, (float)screenSize}); root = new Block(depth, {0, 0, SCREEN, SCREEN});
} }
else else
load_state(&root, turn, depth, time, argv[1]); load_state(&root, turn, depth, time, argv[1]);
Rectangle dst = root->getRect(turn); Rectangle play_area = root->getRect(turn);
prepareScreen(root, time, dst, depth); Renderer renderer;
renderer.prepare_screen(root, time, play_area);
int board_size = renderer.update_board_size(depth);
bool end = false; bool end = false;
deque<int> pturn = {}; deque<int> pturn = {};
while(!WindowShouldClose()) { while(!WindowShouldClose()) {
// Update screen size // Update screen size
screenSize = std::min(GetScreenWidth(), GetScreenHeight()); board_size = renderer.update_board_size(depth);
int size = 1;
while(size <= screenSize)
size *= 3;
screenSize = size/3;
float start_x = ((float)GetScreenWidth()-screenSize)/2;
float start_y = ((float)GetScreenHeight()-screenSize)/2;
root->updateRect({start_x, start_y, (float)screenSize, (float)screenSize}); float start_x = ((float)GetScreenWidth()-board_size)/2;
dst = root->getRect(pturn); float start_y = ((float)GetScreenHeight()-board_size)/2;
root->updateRect({start_x, start_y, (float)board_size, (float)board_size});
play_area = root->getRect(pturn);
// Move // Move
Vector2 touch = GetMousePosition(); Vector2 touch = GetMousePosition();
turn = to_deque({touch.x - start_x, touch.y - start_y}, depth, screenSize); turn = to_deque({touch.x - start_x, touch.y - start_y}, depth, board_size);
if(IsMouseButtonPressed(0) && CheckCollisionPointRec(touch, dst) && valid(root, dst, turn)) { if(IsMouseButtonPressed(0) && CheckCollisionPointRec(touch, play_area) && valid(root, play_area, turn)) {
switch(root->play(turn, act(time))) { switch(root->play(turn, act(time))) {
case CHANGE: case CHANGE:
end = true; end = true;
break; break;
case OKAY: case OKAY:
update(time, turn, root, dst); update(time, turn, root, play_area);
pturn = turn; pturn = turn;
break; break;
} }
@ -356,10 +133,11 @@ int main(int argc, char** argv) {
// Key presses // Key presses
if(IsKeyPressed(KEY_X)) if(IsKeyPressed(KEY_X))
save_state(root, depth, time, turn), end = true; save_state(root, depth, time, turn), end = true;
else if(IsKeyPressed(KEY_Z)) {} //TODO undo else if(IsKeyPressed(KEY_Z))
{} // TODO undo
// Rendering // Rendering
render_all(root, time, dst, turn); renderer.render_all(root, time, play_area, turn);
if(end) if(end)
break; break;