mirror of https://github.com/fltk/fltk
Fix mousewheel handler bug (using wrong variable in initial check)
Add sudoku game app (fun for the holidays! :) Use "-Os -g" as the default optimization settings. git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@4652 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
This commit is contained in:
parent
fe286dfe7b
commit
9e8a88e66c
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@ -760,7 +760,7 @@ if test -n "$GCC"; then
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# They all seem to make either no difference or enlarge
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# the code by a few hundred bytes.
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#
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# "-O2" seems to be the best compromise between speed and
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# "-Os" seems to be the best compromise between speed and
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# code size. "-O3" and higher seem to make no effective
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# difference in the speed of the code, but does bloat the
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# library 10+%.
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@ -769,7 +769,7 @@ if test -n "$GCC"; then
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if test "x$with_optim" != x; then
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OPTIM="$with_optim $OPTIM"
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else
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OPTIM="-O2 $OPTIM"
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OPTIM="-Os -g $OPTIM"
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fi
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fi
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@ -799,7 +799,7 @@ static pascal OSStatus carbonMousewheelHandler( EventHandlerCallRef nextHandler,
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// to me why Apple changed the API on this even though the current API
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// supports two wheels just fine. Matthias,
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EventRef event;
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if (GetEventKind(event)==11) {
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if (GetEventKind(ev)==11) {
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// if this is a "MightyMouse" event, we need to convert it into a regular
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// MouseWheel event
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GetEventParameter( ev, kEventParamEventRef, typeEventRef, NULL, sizeof( EventRef ), NULL, &event );
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@ -85,6 +85,7 @@ CPPFILES =\
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scroll.cxx \
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shape.cxx \
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subwindow.cxx \
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sudoku.cxx \
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symbols.cxx \
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tabs.cxx \
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threads.cxx \
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@ -142,6 +143,7 @@ ALL = \
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resizebox$(EXEEXT) \
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scroll$(EXEEXT) \
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subwindow$(EXEEXT) \
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sudoku$(EXEEXT) \
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symbols$(EXEEXT) \
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tabs$(EXEEXT) \
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$(THREADS) \
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@ -331,6 +333,11 @@ scroll$(EXEEXT): scroll.o
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subwindow$(EXEEXT): subwindow.o
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sudoku$(EXEEXT): sudoku.o
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echo Linking $@...
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$(CXX) -I.. $(CXXFLAGS) sudoku.o -o $@ $(LINKFLTK) $(LDLIBS)
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$(CP) sudoku$(EXEEXT) sudoku.app/Contents/MacOS
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symbols$(EXEEXT): symbols.o
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tabs$(EXEEXT): tabs.o
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@ -0,0 +1,44 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<plist version="0.9">
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<dict>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleExecutable</key>
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<string>sudoku</string>
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<key>CFBundleIdentifier</key>
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<string>org.fltk.sudoku</string>
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<key>CFBundleVersion</key>
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<string>1.0</string>
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<key>CFBundleDevelopmentRegion</key>
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<string>English</string>
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<key>NSHumanReadableCopyright</key>
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<string>Copyright 2005 by Michael Sweet</string>
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<key>CFAppleHelpAnchor</key>
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<string>help</string>
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<key>CFBundleName</key>
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<string>sudoku</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleSignature</key>
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<string>FLSU</string>
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<key>CFBundleIconFile</key>
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<string>sudoku.icns</string>
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<key>CFBundleShortVersionString</key>
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<string>1.0</string>
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<key>CFBundleGetInfoString</key>
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<string>1.0, Copyright 2005 by Michael Sweet</string>
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</dict>
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</plist>
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@ -0,0 +1 @@
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FLSUFlsu
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Binary file not shown.
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@ -0,0 +1,555 @@
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//
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// "$Id$"
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//
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// Sudoku game using the Fast Light Tool Kit (FLTK).
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//
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// Copyright 2005 by Michael Sweet.
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU Library General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
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// USA.
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//
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// Please report all bugs and problems on the following page:
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//
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// http://www.fltk.org/str.php
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//
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#include <FL/Fl.H>
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#include <FL/Enumerations.H>
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#include <FL/Fl_Window.H>
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#include <FL/Fl_Button.H>
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#include <FL/Fl_Group.H>
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#include <FL/fl_ask.H>
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#include <FL/fl_draw.H>
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#include <FL/Fl_Preferences.H>
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#include <FL/Fl_Sys_Menu_Bar.H>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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//
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// Default sizes...
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//
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#define GROUP_SIZE 160
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#define CELL_SIZE 50
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#define CELL_OFFSET 5
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#ifdef __APPLE__
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# define MENU_OFFSET 0
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#else
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# define MENU_OFFSET 25
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#endif // __APPLE__
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// Sudoku cell class...
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class SudokuCell : public Fl_Widget {
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bool readonly_;
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int value_;
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public:
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SudokuCell(int X, int Y, int W, int H);
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void draw();
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int handle(int event);
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void readonly(bool r) { readonly_ = r; redraw(); }
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bool readonly() const { return readonly_; }
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void value(int v) { value_ = v; redraw(); }
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int value() const { return value_; }
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};
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// Create a cell widget
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SudokuCell::SudokuCell(int X, int Y, int W, int H)
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: Fl_Widget(X, Y, W, H, 0) {
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}
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// Draw cell
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void
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SudokuCell::draw() {
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// Draw the cell box...
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if (readonly()) fl_draw_box(FL_UP_BOX, x(), y(), w(), h(), color());
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else fl_draw_box(FL_DOWN_BOX, x(), y(), w(), h(), color());
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// Draw the cell background...
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if (Fl::focus() == this) {
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fl_color(FL_SELECTION_COLOR);
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fl_rectf(x() + 4, y() + 4, w() - 8, h() - 8);
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fl_color(fl_contrast(labelcolor(), FL_SELECTION_COLOR));
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} else fl_color(labelcolor());
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// Draw the cell value...
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if (value_) {
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char s[2];
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s[0] = value_ + '0';
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s[1] = '\0';
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fl_font(FL_HELVETICA_BOLD, h() - 10);
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fl_draw(s, x(), y(), w(), h(), FL_ALIGN_CENTER);
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}
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}
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// Handle events in cell
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int
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SudokuCell::handle(int event) {
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switch (event) {
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case FL_FOCUS :
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if (!readonly()) {
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Fl::focus(this);
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redraw();
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return 1;
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}
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break;
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case FL_UNFOCUS :
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redraw();
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return 1;
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break;
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case FL_PUSH :
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if (!readonly() && Fl::event_inside(this)) {
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Fl::focus(this);
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redraw();
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return 1;
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}
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break;
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case FL_KEYDOWN :
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int key = Fl::event_key() - '0';
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if (key >= 1 && key <= 9) {
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value(key);
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do_callback();
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return 1;
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}
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break;
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}
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return Fl_Widget::handle(event);
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}
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// Sudoku window class...
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class Sudoku : public Fl_Window {
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Fl_Sys_Menu_Bar *menubar_;
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Fl_Group *grid_;
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char grid_values_[9][9];
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SudokuCell *grid_cells_[9][9];
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Fl_Group *grid_groups_[3][3];
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int difficulty_;
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static void check_cb(Fl_Widget *widget, void *);
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static void close_cb(Fl_Widget *widget, void *);
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static void diff_cb(Fl_Widget *widget, void *d);
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static void new_cb(Fl_Widget *widget, void *);
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static void reset_cb(Fl_Widget *widget, void *);
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static void solve_cb(Fl_Widget *widget, void *);
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static Fl_Preferences prefs_;
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public:
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Sudoku();
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void check_game();
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void load_game();
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void new_game();
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void resize(int X, int Y, int W, int H);
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void save_game();
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void solve_game();
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};
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// Preferences/saved state for game...
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Fl_Preferences Sudoku::prefs_(Fl_Preferences::USER, "fltk.org", "sudoku");
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// Create a Sudoku game window...
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Sudoku::Sudoku()
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: Fl_Window(GROUP_SIZE * 3, GROUP_SIZE * 3 + MENU_OFFSET, "Sudoku")
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{
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int i, j, k, m;
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Fl_Group *g;
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SudokuCell *cell;
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static Fl_Menu_Item items[] = {
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{ "&Game", 0, 0, 0, FL_SUBMENU },
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{ "&New Game", FL_COMMAND | 'n', new_cb, 0, FL_MENU_DIVIDER },
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{ "&Check Game", FL_COMMAND | 'c', check_cb, 0, 0 },
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{ "&Solve Game", FL_COMMAND | 's', solve_cb, 0, FL_MENU_DIVIDER },
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{ "&Quit", FL_COMMAND | 'q', close_cb, 0, 0 },
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{ 0 },
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{ "&Difficulty", 0, 0, 0, FL_SUBMENU },
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{ "&Easy", FL_COMMAND | '1', diff_cb, (void *)"40", FL_MENU_RADIO },
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{ "&Medium", FL_COMMAND | '2', diff_cb, (void *)"28", FL_MENU_RADIO },
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{ "&Hard", FL_COMMAND | '3', diff_cb, (void *)"16", FL_MENU_RADIO },
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{ 0 },
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{ 0 }
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};
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// Menubar...
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prefs_.get("difficulty", difficulty_, 40);
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if (difficulty_ == 16) items[9].flags |= FL_MENU_VALUE;
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else if (difficulty_ == 28) items[8].flags |= FL_MENU_VALUE;
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else items[7].flags |= FL_MENU_VALUE;
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menubar_ = new Fl_Sys_Menu_Bar(0, 0, 3 * GROUP_SIZE, 25);
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menubar_->menu(items);
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// Create the grids...
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grid_ = new Fl_Group(0, MENU_OFFSET, 3 * GROUP_SIZE, 3 * GROUP_SIZE);
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for (i = 0; i < 3; i ++)
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for (j = 0; j < 3; j ++) {
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g = new Fl_Group(i * GROUP_SIZE, j * GROUP_SIZE + MENU_OFFSET,
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GROUP_SIZE, GROUP_SIZE);
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g->box(FL_BORDER_BOX);
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g->color(FL_DARK3);
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grid_groups_[i][j] = g;
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for (k = 0; k < 3; k ++)
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for (m = 0; m < 3; m ++) {
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cell = new SudokuCell(i * GROUP_SIZE + CELL_OFFSET + k * CELL_SIZE,
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j * GROUP_SIZE + CELL_OFFSET + m * CELL_SIZE +
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MENU_OFFSET,
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CELL_SIZE, CELL_SIZE);
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cell->callback(reset_cb);
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grid_cells_[i * 3 + k][j * 3 + m] = cell;
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}
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g->end();
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}
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callback(close_cb);
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resizable(grid_);
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// Restore the previous window dimensions...
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int X, Y, W, H;
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if (prefs_.get("x", X, -1)) {
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prefs_.get("y", Y, -1);
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prefs_.get("width", W, 3 * GROUP_SIZE);
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prefs_.get("height", H, 3 * GROUP_SIZE + MENU_OFFSET);
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resize(X, X, W, H);
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}
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// Load the previous game...
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load_game();
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}
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// Check for a solution to the game...
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void
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Sudoku::check_cb(Fl_Widget *widget, void *) {
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((Sudoku *)(widget->window()))->check_game();
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}
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// Check if the user has correctly solved the game...
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void
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Sudoku::check_game() {
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bool empty = false;
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bool correct = true;
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// Check the game for right/wrong answers...
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for (int i = 0; i < 9; i ++)
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for (int j = 0; j < 9; j ++) {
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SudokuCell *cell = grid_cells_[i][j];
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int val = cell->value();
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if (!val) empty = true;
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if (val && grid_values_[i][j] != val) {
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cell->color(FL_YELLOW);
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cell->redraw();
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correct = false;
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}
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}
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if (!empty && correct) {
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// Success!
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solve_game();
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fl_message("Congratulations, you solved the game!");
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}
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}
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// Close the window, saving the game first...
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void
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Sudoku::close_cb(Fl_Widget *widget, void *) {
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Sudoku *s = (Sudoku *)(widget->window() ? widget->window() : widget);
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s->save_game();
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s->hide();
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}
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// Set the level of difficulty...
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void
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Sudoku::diff_cb(Fl_Widget *widget, void *d) {
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Sudoku *s = (Sudoku *)(widget->window() ? widget->window() : widget);
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s->difficulty_ = atoi((char *)d);
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s->new_game();
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}
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// Load the game from saved preferences...
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void
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Sudoku::load_game() {
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// Load the current values and state of each grid...
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memset(grid_values_, 0, sizeof(grid_values_));
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for (int i = 0; i < 9; i ++)
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for (int j = 0; j < 9; j ++) {
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char name[255];
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int val;
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SudokuCell *cell = grid_cells_[i][j];
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sprintf(name, "value%d.%d", i, j);
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if (!prefs_.get(name, val, 0)) {
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i = 9;
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grid_values_[0][0] = 0;
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break;
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}
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grid_values_[i][j] = val;
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sprintf(name, "state%d.%d", i, j);
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prefs_.get(name, val, 0);
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cell->value(val);
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sprintf(name, "readonly%d.%d", i, j);
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prefs_.get(name, val, 0);
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cell->readonly(val);
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if (val) cell->color(FL_GRAY);
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else cell->color(FL_LIGHT3);
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}
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// If we didn't load any values, then create a new game...
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if (!grid_values_[0][0]) new_game();
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}
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// Create a new game...
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void
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Sudoku::new_cb(Fl_Widget *widget, void *) {
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((Sudoku *)(widget->window()))->new_game();
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}
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// Create a new game...
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void
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Sudoku::new_game() {
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int i, j, k, m, t, count;
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// Generate a new (valid) Sudoku grid...
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srand(time(NULL));
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memset(grid_values_, 0, sizeof(grid_values_));
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for (i = 0; i < 9; i += 3) {
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for (j = 0; j < 9; j += 3) {
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for (t = 1; t <= 9; t ++) {
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for (count = 0; count < 20; count ++) {
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k = i + (rand() % 3);
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m = j + (rand() % 3);
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if (!grid_values_[k][m]) {
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int kk;
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for (kk = 0; kk < k; kk ++)
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if (grid_values_[kk][m] == t) break;
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if (kk < k) continue;
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int mm;
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for (mm = 0; mm < m; mm ++)
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if (grid_values_[k][mm] == t) break;
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if (mm < m) continue;
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grid_values_[k][m] = t;
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break;
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}
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}
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||||
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if (count == 20) {
|
||||
// Unable to find a valid puzzle so far, so start over...
|
||||
j = 9;
|
||||
i = -3;
|
||||
memset(grid_values_, 0, sizeof(grid_values_));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Start by making all cells editable
|
||||
SudokuCell *cell;
|
||||
|
||||
for (i = 0; i < 9; i ++)
|
||||
for (j = 0; j < 9; j ++) {
|
||||
cell = grid_cells_[i][j];
|
||||
|
||||
cell->value(0);
|
||||
cell->readonly(0);
|
||||
cell->color(FL_LIGHT3);
|
||||
}
|
||||
|
||||
// Show N cells, starting with potential confusing ones...
|
||||
count = difficulty_;
|
||||
|
||||
for (i = 0; i < 8; i ++)
|
||||
for (j = 0; j < 8; j ++) {
|
||||
cell = grid_cells_[i][j];
|
||||
|
||||
for (k = i + 1; k < 9; k ++) {
|
||||
if (grid_values_[i][j] == grid_values_[k][j + 1] &&
|
||||
grid_values_[i][j + 1] == grid_values_[k][j]) {
|
||||
cell->value(grid_values_[i][j]);
|
||||
cell->readonly(1);
|
||||
cell->color(FL_GRAY);
|
||||
|
||||
count --;
|
||||
}
|
||||
}
|
||||
|
||||
for (m = j + 1; m < 9; m ++) {
|
||||
if (!cell->readonly() &&
|
||||
grid_values_[i][j] == grid_values_[i + 1][m] &&
|
||||
grid_values_[i + 1][m] == grid_values_[i][m]) {
|
||||
cell->value(grid_values_[i][j]);
|
||||
cell->readonly(1);
|
||||
cell->color(FL_GRAY);
|
||||
|
||||
count --;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now show random fields...
|
||||
while (count > 0) {
|
||||
i = rand() % 9;
|
||||
j = rand() % 9;
|
||||
cell = grid_cells_[i][j];
|
||||
|
||||
if (!cell->readonly()) {
|
||||
cell->value(grid_values_[i][j]);
|
||||
cell->readonly(1);
|
||||
cell->color(FL_GRAY);
|
||||
|
||||
count --;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Reset widget color to gray...
|
||||
void
|
||||
Sudoku::reset_cb(Fl_Widget *widget, void *) {
|
||||
widget->color(FL_LIGHT3);
|
||||
widget->redraw();
|
||||
}
|
||||
|
||||
|
||||
// Resize the window...
|
||||
void
|
||||
Sudoku::resize(int X, int Y, int W, int H) {
|
||||
// Force resizes to keep the proper aspect ratio...
|
||||
int M = H - MENU_OFFSET;
|
||||
|
||||
if (M > W) M = W;
|
||||
|
||||
if (W != M || H != (M + MENU_OFFSET)) {
|
||||
W = M;
|
||||
H = M + MENU_OFFSET;
|
||||
}
|
||||
|
||||
// Resize the window...
|
||||
Fl_Window::resize(X, Y, W, H);
|
||||
|
||||
// Save the new window geometry...
|
||||
prefs_.set("x", X);
|
||||
prefs_.set("y", Y);
|
||||
prefs_.set("width", W);
|
||||
prefs_.set("height", H);
|
||||
}
|
||||
|
||||
|
||||
// Save the current game state...
|
||||
void
|
||||
Sudoku::save_game() {
|
||||
// Save the current values and state of each grid...
|
||||
for (int i = 0; i < 9; i ++)
|
||||
for (int j = 0; j < 9; j ++) {
|
||||
char name[255];
|
||||
SudokuCell *cell = grid_cells_[i][j];
|
||||
|
||||
sprintf(name, "value%d.%d", i, j);
|
||||
prefs_.set(name, grid_values_[i][j]);
|
||||
|
||||
sprintf(name, "state%d.%d", i, j);
|
||||
prefs_.set(name, cell->value());
|
||||
|
||||
sprintf(name, "readonly%d.%d", i, j);
|
||||
prefs_.set(name, cell->readonly());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Solve the puzzle...
|
||||
void
|
||||
Sudoku::solve_cb(Fl_Widget *widget, void *) {
|
||||
((Sudoku *)(widget->window()))->solve_game();
|
||||
}
|
||||
|
||||
|
||||
// Solve the puzzle...
|
||||
void
|
||||
Sudoku::solve_game() {
|
||||
int i, j;
|
||||
|
||||
for (i = 0; i < 9; i ++)
|
||||
for (j = 0; j < 9; j ++) {
|
||||
SudokuCell *cell = grid_cells_[i][j];
|
||||
|
||||
cell->value(grid_values_[i][j]);
|
||||
cell->readonly();
|
||||
cell->color(FL_GRAY);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Main entry for game...
|
||||
int
|
||||
main(int argc, char *argv[]) {
|
||||
Sudoku s;
|
||||
|
||||
s.show(argc, argv);
|
||||
return (Fl::run());
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// End of "$Id$".
|
||||
//
|
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Reference in New Issue