serenity/Userland/Games/Minesweeper/CustomGameDialog.cpp
Pedro Pereira 7b4b060b9c Minesweeper: Create field from Difficulty enum
This change makes it easier to generate a new field. Instead of using
hard-coded values everywhere, we now just need to keep track of
the Difficulty enum value.
2021-11-15 14:05:03 +00:00

80 lines
2.4 KiB
C++

/*
* Copyright (c) 2021, Pedro Pereira <pmh.pereira@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "CustomGameDialog.h"
#include "Field.h"
#include <Games/Minesweeper/MinesweeperCustomGameWindowGML.h>
int CustomGameDialog::show(GUI::Window* parent_window, Field& field)
{
auto dialog = CustomGameDialog::construct(parent_window);
if (parent_window) {
dialog->set_icon(parent_window->icon());
dialog->center_within(*parent_window);
}
dialog->m_columns_spinbox->set_value(field.columns());
dialog->m_rows_spinbox->set_value(field.rows());
dialog->m_mines_spinbox->set_value(field.mine_count());
auto result = dialog->exec();
if (result != GUI::Dialog::ExecOK)
return result;
field.set_field_size(Field::Difficulty::Custom, dialog->m_rows_spinbox->value(), dialog->m_columns_spinbox->value(), dialog->m_mines_spinbox->value());
return GUI::Dialog::ExecOK;
}
void CustomGameDialog::set_max_mines()
{
// Generating a field with > 50% mines takes too long.
// FIXME: Allow higher amount of mines to be placed.
m_mines_spinbox->set_max((m_rows_spinbox->value() * m_columns_spinbox->value()) / 2);
}
CustomGameDialog::CustomGameDialog(Window* parent_window)
: Dialog(parent_window)
{
resize(305, 90);
center_on_screen();
set_resizable(false);
set_title("Custom game");
auto& main_widget = set_main_widget<GUI::Widget>();
if (!main_widget.load_from_gml(minesweeper_custom_game_window_gml))
VERIFY_NOT_REACHED();
m_columns_spinbox = *main_widget.find_descendant_of_type_named<GUI::SpinBox>("columns_spinbox");
m_rows_spinbox = *main_widget.find_descendant_of_type_named<GUI::SpinBox>("rows_spinbox");
m_mines_spinbox = *main_widget.find_descendant_of_type_named<GUI::SpinBox>("mines_spinbox");
m_ok_button = *main_widget.find_descendant_of_type_named<GUI::Button>("ok_button");
m_cancel_button = *main_widget.find_descendant_of_type_named<GUI::Button>("cancel_button");
m_columns_spinbox->on_change = [this](auto) {
set_max_mines();
};
m_rows_spinbox->on_change = [this](auto) {
set_max_mines();
};
m_ok_button->on_click = [this](auto) {
done(ExecResult::ExecOK);
};
m_cancel_button->on_click = [this](auto) {
done(ExecResult::ExecCancel);
};
set_max_mines();
}
CustomGameDialog::~CustomGameDialog()
{
}