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With this change, System::foo() becomes Core::System::foo(). Since LibCore builds on other systems than SerenityOS, we now have to make sure that wrappers work with just a standard C library underneath.
207 lines
6.8 KiB
C++
207 lines
6.8 KiB
C++
/*
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* Copyright (c) 2020-2021, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "BoardView.h"
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#include "Game.h"
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#include "GameSizeDialog.h"
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#include <LibConfig/Client.h>
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#include <LibCore/System.h>
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#include <LibGUI/Action.h>
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#include <LibGUI/Application.h>
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#include <LibGUI/BoxLayout.h>
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#include <LibGUI/Button.h>
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#include <LibGUI/Icon.h>
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#include <LibGUI/Menu.h>
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#include <LibGUI/Menubar.h>
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#include <LibGUI/MessageBox.h>
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#include <LibGUI/Statusbar.h>
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#include <LibGUI/Window.h>
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#include <LibGfx/Painter.h>
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#include <LibMain/Main.h>
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#include <stdio.h>
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#include <time.h>
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ErrorOr<int> serenity_main(Main::Arguments arguments)
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{
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TRY(Core::System::pledge("stdio rpath recvfd sendfd unix", nullptr));
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srand(time(nullptr));
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auto app = GUI::Application::construct(arguments);
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auto app_icon = GUI::Icon::default_icon("app-2048");
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auto window = GUI::Window::construct();
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Config::pledge_domains("2048");
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TRY(Core::System::pledge("stdio rpath recvfd sendfd", nullptr));
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TRY(Core::System::unveil("/res", "r"));
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TRY(Core::System::unveil(nullptr, nullptr));
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size_t board_size = Config::read_i32("2048", "", "board_size", 4);
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u32 target_tile = Config::read_i32("2048", "", "target_tile", 2048);
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bool evil_ai = Config::read_bool("2048", "", "evil_ai", false);
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if ((target_tile & (target_tile - 1)) != 0) {
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// If the target tile is not a power of 2, reset to its default value.
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target_tile = 2048;
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}
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Config::write_i32("2048", "", "board_size", board_size);
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Config::write_i32("2048", "", "target_tile", target_tile);
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Config::write_bool("2048", "", "evil_ai", evil_ai);
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window->set_double_buffering_enabled(false);
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window->set_title("2048");
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window->resize(315, 336);
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auto& main_widget = window->set_main_widget<GUI::Widget>();
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main_widget.set_layout<GUI::VerticalBoxLayout>();
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main_widget.set_fill_with_background_color(true);
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Game game { board_size, target_tile, evil_ai };
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auto& board_view = main_widget.add<BoardView>(&game.board());
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board_view.set_focus(true);
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auto& statusbar = main_widget.add<GUI::Statusbar>();
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app->on_action_enter = [&](GUI::Action& action) {
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auto text = action.status_tip();
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if (text.is_empty())
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text = Gfx::parse_ampersand_string(action.text());
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statusbar.set_override_text(move(text));
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};
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app->on_action_leave = [&](GUI::Action&) {
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statusbar.set_override_text({});
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};
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auto update = [&]() {
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board_view.set_board(&game.board());
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board_view.update();
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statusbar.set_text(String::formatted("Score: {}", game.score()));
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};
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update();
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Vector<Game> undo_stack;
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Vector<Game> redo_stack;
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auto change_settings = [&] {
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auto size_dialog = GameSizeDialog::construct(window, board_size, target_tile, evil_ai);
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if (size_dialog->exec() || size_dialog->result() != GUI::Dialog::ExecOK)
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return;
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board_size = size_dialog->board_size();
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target_tile = size_dialog->target_tile();
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evil_ai = size_dialog->evil_ai();
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if (!size_dialog->temporary()) {
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Config::write_i32("2048", "", "board_size", board_size);
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Config::write_i32("2048", "", "target_tile", target_tile);
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Config::write_bool("2048", "", "evil_ai", evil_ai);
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GUI::MessageBox::show(window, "New settings have been saved and will be applied on a new game", "Settings Changed Successfully", GUI::MessageBox::Type::Information);
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return;
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}
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GUI::MessageBox::show(window, "New settings have been set and will be applied on the next game", "Settings Changed Successfully", GUI::MessageBox::Type::Information);
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};
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auto start_a_new_game = [&] {
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// Do not leak game states between games.
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undo_stack.clear();
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redo_stack.clear();
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game = Game(board_size, target_tile, evil_ai);
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// This ensures that the sizes are correct.
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board_view.set_board(nullptr);
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board_view.set_board(&game.board());
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update();
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window->update();
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};
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board_view.on_move = [&](Game::Direction direction) {
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undo_stack.append(game);
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auto outcome = game.attempt_move(direction);
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switch (outcome) {
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case Game::MoveOutcome::OK:
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if (undo_stack.size() >= 16)
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undo_stack.take_first();
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update();
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break;
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case Game::MoveOutcome::InvalidMove:
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undo_stack.take_last();
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break;
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case Game::MoveOutcome::Won: {
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update();
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auto message_box = GUI::MessageBox::construct(window, "Congratulations! You won the game, Do you still want to continue?",
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"Want to continue?",
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GUI::MessageBox::Type::Question,
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GUI::MessageBox::InputType::YesNo);
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if (message_box->exec() == GUI::MessageBox::ExecYes)
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game.set_want_to_continue();
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else {
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GUI::MessageBox::show(window,
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String::formatted("You reached {} in {} turns with a score of {}", game.largest_tile(), game.turns(), game.score()),
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"You won!",
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GUI::MessageBox::Type::Information);
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start_a_new_game();
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}
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break;
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}
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case Game::MoveOutcome::GameOver:
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update();
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GUI::MessageBox::show(window,
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String::formatted("You reached {} in {} turns with a score of {}", game.largest_tile(), game.turns(), game.score()),
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"You lost!",
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GUI::MessageBox::Type::Information);
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start_a_new_game();
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break;
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}
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};
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auto& game_menu = window->add_menu("&Game");
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game_menu.add_action(GUI::Action::create("&New Game", { Mod_None, Key_F2 }, [&](auto&) {
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start_a_new_game();
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}));
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game_menu.add_action(GUI::CommonActions::make_undo_action([&](auto&) {
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if (undo_stack.is_empty())
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return;
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redo_stack.append(game);
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game = undo_stack.take_last();
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update();
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}));
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game_menu.add_action(GUI::CommonActions::make_redo_action([&](auto&) {
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if (redo_stack.is_empty())
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return;
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undo_stack.append(game);
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game = redo_stack.take_last();
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update();
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}));
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game_menu.add_separator();
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game_menu.add_action(GUI::Action::create("&Settings...", [&](auto&) {
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change_settings();
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}));
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game_menu.add_separator();
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game_menu.add_action(GUI::CommonActions::make_quit_action([](auto&) {
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GUI::Application::the()->quit();
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}));
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auto& help_menu = window->add_menu("&Help");
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help_menu.add_action(GUI::CommonActions::make_about_action("2048", app_icon, window));
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window->show();
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window->set_icon(app_icon.bitmap_for_size(16));
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return app->exec();
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}
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