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Output.cpp
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Output.cpp
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#include "Output.h"
#include "Input.h"
#include<iostream>
//////////////////////////////////////////////////////////////////////////////////////////
Output::Output()
{
// Initialize user interface parameters
UI.InterfaceMode = MODE_DESIGN;
// Widths and Heights
UI.StatusBarHeight = 60;
UI.ToolBarHeight = 55;
UI.MenuItemWidth = 55;
UI.width = 1210; // make it divisible by NumHorizontalCells
UI.height = 610;
UI.wx = 5;
UI.wy = 5;
UI.CellWidth = UI.width / NumHorizontalCells;
UI.CellHeight = (UI.height - UI.ToolBarHeight - UI.StatusBarHeight) / NumVerticalCells;
// Pen Colors of messages of status bar and players' info
UI.MsgColor = DARKRED;
UI.PlayerInfoColor = DARKSLATEBLUE;
// Background Colors of toolbar and statusbar
UI.ToolBarColor = WHITE;
UI.StatusBarColor = LIGHTGRAY;
// Line Colors of the borders of each cell
UI.GridLineColor = WHITE;
// Cell Color if Empty & Cell Number Font & Color
UI.CellColor_NoCard = LIGHTSLATEBLUE;
UI.CellNumFont = 13;
UI.CellNumColor = UI.GridLineColor;
// Cell Color if Has Card & CARD Number Font & Color
UI.CellColor_HasCard = SALMON;
UI.CardNumFont = 35;
UI.CardNumColor = WHITE;
// Ladder Line Width and Color
UI.LadderlineWidth = 6;
UI.LadderColor = DARKSLATEBLUE;
// The X and Y Offsets of the Space BEFORE Drawing the Ladder (offset from the start X and Y of the Cell)
UI.LadderXOffset = (UI.CellWidth - 2 * UI.LadderlineWidth) / 5;
UI.LadderYOffset = UI.CellHeight / 2;
// Snake Line Width and Color
UI.SnakelineWidth = 6;
UI.SnakeColor = FIREBRICK;
// Colors of the 4 Players
UI.PlayerColors[0] = GOLD;
UI.PlayerColors[1] = DARKSLATEBLUE;
UI.PlayerColors[2] = KHAKI;
UI.PlayerColors[3] = CHOCOLATE;
// Create the output window
pWind = CreateWind(UI.width + 15, UI.height, UI.wx, UI.wy);
// Change the title
pWind->ChangeTitle("Snakes & Ladders");
// Create the toolbar, grid area and status bar
CreateDesignModeToolBar();
ClearGridArea();
ClearStatusBar();
}
//////////////////////////////////////////////////////////////////////////////////////////
window* Output::CreateWind(int w, int h, int x, int y) const
{
// The Window Object is created inside the Ouput class
window* pW = new window(w, h, x, y);
return pW;
}
//////////////////////////////////////////////////////////////////////////////////////////
Input* Output::CreateInput() const
{
// The Input Object is created inside the Output class
Input* pIn = new Input(pWind);
return pIn;
}
//======================================================================================//
// Some Utility Functions //
//======================================================================================//
int Output::GetCellStartX(const CellPosition & cellPos) const
{
int v = cellPos.HCell();
return v * UI.CellWidth; // return cell number from left * Width of each cell
}
//////////////////////////////////////////////////////////////////////////////////////////
int Output::GetCellStartY(const CellPosition & cellPos) const
{
int Y = UI.ToolBarHeight; // y co-ordinate of first cell in column
int h = cellPos.VCell();
return Y + h * UI.CellHeight; // return cell number from up * Height + Y of first cell
}
//////////////////////////////////////////////////////////////////////////////////////////
void Output::DrawCardNumber(const CellPosition & cellPos, int cardNum) const
{
// Get the X and Y of the upper left corner of the cell
int cellStartX = GetCellStartX(cellPos);
int cellStartY = GetCellStartY(cellPos);
// Set the pen and font
pWind->SetPen(UI.CardNumColor);
pWind->SetFont(UI.CardNumFont, BOLD | ITALICIZED , BY_NAME, "Arial");
int w=0, h=0;
///(done) TODO: Calculate the Width & Height of the integer "cardNum" if written using the Current Font
// (Use GetIntegerSize() window function) and set the "w" and "h" variables with its width and height
pWind->GetIntegerSize(w, h, cardNum);
// Calculate where to write the integer of the cardNum
int x = cellStartX + UI.CellWidth - UI.LadderXOffset - w - 5; // Before the End vertical line of a ladder
// (assuming the case where ladder is inside the cell)
int y = cellStartY + (UI.CellHeight - h) / 2; // in the vertical Middle of the cell
//(done)/TODO: Draw the Integer representing the "cardNum" in the location (x,y)
pWind->DrawInteger(x, y, cardNum);
}
//////////////////////////////////////////////////////////////////////////////////////////
void Output::ClearToolBar() const
{
// Clear by drawing a rectangle filled with toolbar background color
pWind->SetPen(UI.ToolBarColor, 1);
pWind->SetBrush(UI.ToolBarColor);
pWind->DrawRectangle(0, 0, UI.width, UI.ToolBarHeight);
}
//======================================================================================//
// Interface Functions //
//======================================================================================//
void Output::ClearStatusBar() const
{
// Clear drawing a rectangle filled with statusbar background color
pWind->SetPen(UI.StatusBarColor, 1);
pWind->SetBrush(UI.StatusBarColor);
pWind->DrawRectangle(0, UI.height - UI.StatusBarHeight, UI.width, UI.height);
}
//////////////////////////////////////////////////////////////////////////////////////////
void Output::ClearGridArea() const
{
// Draw each cell in the Grid: ( NumVerticalCells * NumberHorizontalCells )
for (int i = 0; i < NumVerticalCells; i++)
{
for (int j = 0; j < NumHorizontalCells; j++)
{
CellPosition cellPos(i, j);
DrawCell(cellPos); // Initially NO Cards in the cell
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////
void Output::CreateDesignModeToolBar() const
{
UI.InterfaceMode = MODE_DESIGN;
ClearToolBar(); // in order not to draw above the icons of the other mode when you switch
// You can draw the tool bar icons in any way you want.
// Below is one possible way
// First prepare List of images for each menu item
// To control the order of these images in the menu,
// reoder them in UI_Info.h ==> enum DESIGN_MODE_ITEMS
// ** MAKE SURE THAT THE IMAGES ARE .JPG FILES **
string MenuItemImages[DESIGN_ITM_COUNT];
MenuItemImages[ITM_ADD_LADDER] = "images\\Menu_Ladder.jpg";
MenuItemImages[ITM_ADD_SNAKE] = "images\\Menu_Snake.jpg";
MenuItemImages[ITM_ADD_CARD] = "images\\Menu_Card.jpg";
MenuItemImages[ITM_DEXIT] = "images\\Menu_Exit.jpg";
MenuItemImages[ITM_SWITCH_TO_PLAY_MODE] = "images\\Menu_SwitchToGame.jpg";
///(Done)TODO: Prepare images for each menu item and add it to the list
MenuItemImages[ITM_COPY_CARD] = "images\\Copy_Card.jpg";
MenuItemImages[ITM_CUT_CARD] = "images\\Cut_Card.jpg";
MenuItemImages[ITM_PASTE_CARD] = "images\\paste_Card.jpg";
MenuItemImages[ITM_DELETE_OBJECT] = "images\\Delete_Game_Object.jpg";
MenuItemImages[ITM_SAVE_GRID] = "images\\Save_Grid.jpg";
MenuItemImages[ITM_OPEN_GRID] = "images\\Open_Grid.jpg";
// Draw menu item one image at a time
for(int i=0; i < DESIGN_ITM_COUNT; i++)
pWind->DrawImage(MenuItemImages[i], i*UI.MenuItemWidth, 0, UI.MenuItemWidth, UI.ToolBarHeight);
}
//////////////////////////////////////////////////////////////////////////////////////////
void Output::CreatePlayModeToolBar() const
{
UI.InterfaceMode = MODE_PLAY;
ClearToolBar(); // in order not to draw above the icons of the other mode when you switch
// You can draw the tool bar icons in any way you want.
// Below is one possible way
// First prepare List of images for each menu item
// To control the order of these images in the menu,
// reoder them in UI_Info.h ==> enum DESIGN_MODE_ITEMS
// ** MAKE SURE THAT THE IMAGES ARE .JPG FILES **
string MenuItemImages[PLAY_ITM_COUNT];
MenuItemImages[ITM_ROLL_DICE] = "images\\Menu_Dice.jpg";
MenuItemImages[ITM_SWITCH_TO_DESIGN_MODE] = "images\\Menu_SwitchToGrid.jpg";
///(Done)TODO: Prepare images for each menu item and add it to the list
MenuItemImages[ITM_PEXIT] = "images\\Menu_Exit.jpg";
MenuItemImages[ITM_INPUT_DICE_VALUE] = "images\\Enter_Dice_Value.jpg";
MenuItemImages[ITM_NEW_GAME] = "images\\New_Game.jpg";
// Draw menu item one image at a time
for(int i=0; i < PLAY_ITM_COUNT; i++)
pWind->DrawImage(MenuItemImages[i], i*UI.MenuItemWidth, 0, UI.MenuItemWidth, UI.ToolBarHeight);
}
//////////////////////////////////////////////////////////////////////////////////////////
void Output::PrintMessage(string msg) const //Prints a message on status bar
{
ClearStatusBar(); // First clear the status bar from any previous writing
// Set pen and font before drawing the string on the window
pWind->SetPen(UI.MsgColor);
pWind->SetFont(18, BOLD , BY_NAME, "Verdana");
pWind->DrawString(10, UI.height - (int)(UI.StatusBarHeight/1.3), msg);
}
//////////////////////////////////////////////////////////////////////////////////////////
void Output::PrintPlayersInfo(string info)
{
//(done)/TODO: Clear what was written on the toolbar
CreatePlayModeToolBar();
// One of the correct ways to implement the above TODO is to call CreatePlayModeToolBar();
// to clear what was written in the player info (there are other ways too You are free to use any)
// Set the pen and font before drawing the string on the window
pWind->SetPen(UI.PlayerInfoColor);
pWind->SetFont(20, BOLD , BY_NAME, "Verdana");
int w=0, h=0;
//(done)/TODO: Calculate the Width and Height of the string if drawn using the current font
// (Use GetStringSize() window function) and set the "w" and "h" variables with its width and height
pWind->GetStringSize(w, h, info);
// Set the start X & Y coordinate of drawing the string
int x = UI.width - w - 20; // space 20 before the right-side of the window
// ( - w ) because x is the coordinate of the start point of the string (upper left)
int y = (UI.ToolBarHeight - h) / 2; // in the Middle of the toolbar height
//(done)/TODO: Draw the string "info" in the specified location (x, y)
pWind->DrawString(x, y, info);
}
//======================================================================================//
// Game Drawing Functions //
//======================================================================================//
void Output::DrawCell(const CellPosition & cellPos, int cardNum) const
{
// Get the Cell Number (from 1 to NumVerticalCells*NumHorizontalCells) and the X & Y of its upper left corner
int cellNum = cellPos.GetCellNum();
int cellStartX = GetCellStartX(cellPos);
int cellStartY = GetCellStartY(cellPos);
// ----- 1- Draw the cell itself (background) --> Filled Rectangle -----
pWind->SetPen(UI.GridLineColor, 1);
if (cardNum == -1) // no card
pWind->SetBrush(UI.CellColor_NoCard);
else
pWind->SetBrush(UI.CellColor_HasCard);
/// Draw the Cell Rectangle
pWind->DrawRectangle(cellStartX, cellStartY, cellStartX + UI.CellWidth, cellStartY + UI.CellHeight);
// ----- 2- Draw the CELL number (the small number at the bottom right of the cell) -----
pWind->SetPen(UI.CellNumColor);
pWind->SetFont(UI.CellNumFont, BOLD , BY_NAME, "Verdana");
int w=0, h=0;
///TODO: Get the Width and Height of the Cell Number if written using the current font
// (Use GetIntegerSize() window function) and set the "w" and "h" variables with its width and height
pWind->GetIntegerSize(w, h, cellNum); // pass w, h by reference to return width and height of cell number
// Calculate X & Y coordinate of the start point of writing the card number (upper left point of the cell num)
int x = cellStartX + (UI.CellWidth - w - 1); // space 1 from the end of the cell width
// ( - w ) because x is for the start point of cell num (num's left corner)
int y = cellStartY + (UI.CellHeight - h - 1); // space 1 from the end of the cell height
// ( - w ) because y is for the start point of cell num (num's upper corner)
///TODO: Draw the cell number in the x and y location
pWind->DrawInteger(x, y, cellNum);
// ----- 3- Draw card number (if any) -----
if (cardNum != -1) // Note: cardNum -1 means no card
DrawCardNumber(cellPos, cardNum);
}
//////////////////////////////////////////////////////////////////////////////////////////
void Output::DrawPlayer(const CellPosition & cellPos, int playerNum, color playerColor) const
{
//(done)/TODO: Validate the playerNum, if not valid return
if (playerNum < 0 || playerNum > 3) {
return;
}
// Get the X & Y coordinates of the start point of the cell (its upper left corner)
int cellStartX = GetCellStartX(cellPos);
int cellStartY = GetCellStartY(cellPos);
// Calculate the Radius of the Player's Circle
int radius = UI.CellWidth / 14; // proportional to cell width
// Calculate the horizontal space before drawing players circles (space from the left border of the cell)
int ySpace = UI.CellHeight / 6; // proportional to cell height
// Note: Players' Circles Locations depending on "playerNum" is as follows:
// Player_0 Player_1
// Player_2 Player_3
// Calculate the Y coordinate of the center of the player's circle (based on playerNum)
int y = cellStartY + ySpace + radius + 2;
if (playerNum == 2 || playerNum == 3)
y += radius + 2 + radius; // because playerNum 2 and 3 are drawn in the second row of circles
// Calculate the Y coordinate of the center of the player's circle (based on playerNum)
int x = cellStartX + UI.LadderXOffset + radius + 4; // UI.LadderXOffset is used to draw players' circles
// AFTER the ladder start vertical line (assuming there is a ladder)
// for not overlapping with ladders
if (playerNum == 1 || playerNum == 3)
x += radius + 2 + radius; // because playerNum 1 and 3 are drawn in the second column of circles
//(done)/TODO: Draw the player circle in center(x,y) and filled with the playerColor passed to the function
pWind->SetBrush(playerColor);
pWind->SetPen(playerColor);
pWind->DrawCircle(x, y, radius, FILLED);
}
//////////////////////////////////////////////////////////////////////////////////////////
void Output::DrawLadder(const CellPosition & fromCell, const CellPosition & toCell) const
{
//(done)/TODO: Validate the Cell Position (Must be Vertical Cells AND toCell above fromCell, otherwise, Do NOT draw)
if (toCell.VCell() >= fromCell.VCell() || toCell.HCell() != fromCell.HCell()) {
return;
}
// Get the start X and Y coordinates of the upper left corner of the fromCell
int cellStartX = GetCellStartX(fromCell);
int fromStartY = GetCellStartY(fromCell);
// Get the start Y coordinates of the upper left corner of the toCell (the X should be the same as fromCell .. Vertical)
int toStartY = GetCellStartY(toCell);
// ---- 1- Draw the First Vertical Line ----
int x12 = cellStartX + UI.LadderXOffset; // the two points have the same x (vertical)
int y1 = fromStartY + UI.LadderYOffset; // the coordinate y of the first point of the First Vertical line
int y2 = toStartY + UI.CellHeight - UI.LadderYOffset; // the coordinate y of the second point of the First Vertical line
//(done)/TODO: Set pen color and width using the appropriate parameters of UI_Info object (UI)
pWind->SetPen(UI.LadderColor, UI.LadderlineWidth);
//(done)/TODO: Draw The First Vertical Line (The Left Line) in the appropriate coordinates
pWind->DrawLine(x12, y1, x12, y2, FRAME);
// ---- 2- Draw the Second Vertical Line ----
//(done)/TODO: Set pen color and width using the appropriate variables of UI_Info object (UI)
int x34 = cellStartX + UI.CellWidth - UI.LadderXOffset; // the end of the H section of the ladder.
//(done)/TODO: Draw The Second Vertical Line (The Right Line) in the appropriate coordinates
pWind->DrawLine(x34, y1, x34, y2, FRAME);
// ---- 3- Draw the Cross Horizontal Lines ----
// The cross lines are drawn on the Horizontal Borders of the Cells between fromCell to toCell
// Check the drawn ladders in the project document and imitate it
//(done)/TODO: Draw the cross horizontal lines of the ladder using the appropriate coordinates
//for (int cor = fromStartY + UI.CellHeight; cor <= toStartY; cor += UI.CellHeight) {
// pWind->DrawLine(x12, cor, x34, cor, FRAME); // drawing the lines from the end of the
// fromcell till the beginning of the tocell
// on the borders as in the document.
//}
int NumCrossLines = ( toCell.GetCellNum() - fromCell.GetCellNum() ) / 11;
int startY = fromStartY;
while (NumCrossLines--)
{
pWind->DrawLine(x12, startY, x34 , startY);
startY -= UI.CellHeight;
}
}
//////////////////////////////////////////////////////////////////////////////////////////
void Output::DrawSnake(const CellPosition & fromCell, const CellPosition & toCell) const
{
//(done)/TODO: Validate the fromCell and toCell (Must be Vertical and toCell is below fromCell otherwise do NOT draw)
if (toCell.VCell() <= fromCell.VCell() || toCell.HCell() != fromCell.HCell()) {
return;
}
// Get the upper left corner coordinates of the fromCell and toCell
int cellStartX = GetCellStartX(fromCell); // same for fromCell and toCell (vertical)
int fromStartY = GetCellStartY(fromCell);
int toStartY = GetCellStartY(toCell);
// ---- 1- Draw Line representing the Snake Body ----
// Set coordinates of start and end points of the Line of the Snake's Body
int x12 = cellStartX + UI.LadderXOffset/2; // same for the start and end point (vertical)
int y1 = fromStartY + UI.CellHeight/2;
int y2 = toStartY + UI.CellHeight/2;
//(done)/TODO: Set pen color and width from the appropriate variables of the UI_Info object (UI)
pWind->SetPen(UI.SnakeColor, UI.SnakelineWidth);
///(done)TODO: Draw the Line representing the Snake Body
pWind->DrawLine(x12, y1, x12, y2);
// ---- 2- Draw Polygon with Diamond Shape representing the Snake Head ----
// Set Pen and Brush (background) of the Polygon
pWind->SetPen(UI.SnakeColor, UI.SnakelineWidth);
pWind->SetBrush(UI.SnakeColor);
int yChange = UI.CellHeight / 4; // slight vertical difference to be used in the up and down polygon points
int xChange = UI.CellWidth / 14; // slight horizontal difference to be used in the left and right polygon points
//(done)/TODO: Set the coordinates of the 4 points of the Polygon
// Check the snakes drawn in the project document and draw it the same way
int Xs[] = { x12 , x12 - xChange , x12, x12 + xChange }; // the H coordinates of the snake's head.
int Ys[] = { y1 + yChange , y1, y1 - yChange , y1 }; // the V coordinates of the snake's head.
//(done)/TODO: Draw the Polygon (diamond) representing the Snake's Head
// Check the snakes drawn in the project document and draw it the same way
pWind->DrawPolygon( Xs , Ys , 4 );
}
//////////////////////////////////////////////////////////////////////////////////////////
Output::~Output()
{
// deallocating the window object
delete pWind;
}