Before, we had about these occurrence counts:
COPY: 13 without, 33 with
MOVE: 12 without, 28 with
Clearly, 'with' was the preferred way. However, this introduced double-semicolons
all over the place, and caused some warnings to trigger.
This patch *forces* the usage of a semi-colon when calling the macro,
by removing the semi-colon within the macro. (And thus also gets rid
of the double-semicolon.)
This adds a "settings" option that allows the user to configure the
board size and target tile, and optionally save them to a config file.
Closes#3219.
See how straightforward this was? That's because, thanks to the separation
between the model and the view, we can tweak the view without modifying the
model in any way.
Look Ali, it's simple:
* The *model* (in many cases, an instance of GUI::Model, but it doesn't have to
be) should implement the "business logic" (in this case, game logic) and
should not concern itself with how the data/state is displayed to the user.
* The *view*, conversely, should interact with the user (display data/state,
accept input) and should not concern itself with the logic. As an example, a
GUI::Button can display some text and accept clicks -- it doesn't know or care
what that text *means*, or how that click affects the app state. All it does
is it gets its text from *somebody* and notifies *somebody* of clicks.
* The *controller* connects the model to the view, and acts as "glue" between
them.
You could connect *several different* views to one model (see FileManager), or
use identical views with different models (e.g. a table view can display pretty
much anything, depending on what model you connect to it).
In this case, the model is the Game class, which maintains a board and
implements the rules of 2048, including tracking the score. It does not display
anything, and it does not concern itself with undo management. The view is the
BoardView class, which displays a board and accepts keyboard input, but doesn't
know how exactly the tiles move or merge -- all it gets is a board state, ready
to be displayed. The controller is our main(), which connects the two classes
and bridges between their APIs. It also implements undo management, by basically
making straight-up copies of the game.
Isn't this lovely?
This makes the game look closer to the original.
It also fixes a weird thing where cells were displayed in a wrong order (as if
mirrored or something), and to accommodate for that keyboard actions were also
mixed up. Now it's all working as intended.
This is a follow up to #2936 / d3e3b4ae56.
Affected programs:
- Applications: Browser (Download, View source, Inspect DOM tree, JS
console), Terminal (Settings)
- Demos: Cube, Eyes, Fire, HelloWorld, LibGfxDemo, WebView,
WidgetGallery
- DevTools: HackStudio, Inspector, Profiler
- Games: 2048, Minesweeper, Snake, Solitaire
- Userland: test-web
A few have been left out where manual positioning is done on purpose,
e.g. ClipboardManager (to be close to the menu bar) or VisualBuilder (to
preserve alignment of the multiple application windows).
During app teardown, the Application object may be destroyed before
something else, and so having Application::the() return a reference was
obscuring the truth about its lifetime.
This patch makes the API more honest by returning a pointer. While
this makes call sites look a bit more sketchy, do note that the global
Application pointer only becomes null during app teardown.
.. and make travis run it.
I renamed check-license-headers.sh to check-style.sh and expanded it so
that it now also checks for the presence of "#pragma once" in .h files.
It also checks the presence of a (single) blank line above and below the
"#pragma once" line.
I also added "#pragma once" to all the files that need it: even the ones
we are not check.
I also added/removed blank lines in order to make the script not fail.
I also ran clang-format on the files I modified.
This patch adds GUI::Action::create_checkable() helpers that work just
like the existing create() helpers, but the actions become checkable(!)
Clients are no longer required to manage the checked state of their
actions manually, but instead they will be checked/unchecked as needed
by GUI::Action itself before the activation hook is fired.
If the area or size_in_bytes calculation for a Gfx::Bitmap would
overflow, we now refuse to create such a bitmap and return nullptr.
Thanks to @itamar8910 for finding this! :^)
This allows us to construct menus in a more natural way:
auto& file_menu = menubar->add_menu("File");
file_menu.add_action(...);
Instead of the old way:
auto file_menu = GUI::Menu::construct();
file_menu->add_action(...);
menubar->add_menu(file_menu);