#include "GamePanel.h" #include #include "utils.h" GamePanel::GamePanel(wxFrame* parent) : wxPanel(parent), controller(drawer) { SetBackgroundStyle(wxBG_STYLE_PAINT); Bind(wxEVT_PAINT, &GamePanel::OnPaint, this); Bind(wxEVT_SIZE, [this](wxSizeEvent& evt) -> void { this->controller.resize(evt.GetSize()); }); timer = new wxTimer(this, 1); Bind(wxEVT_TIMER, &GamePanel::OnTimer, this, timer->GetId()); Bind(wxEVT_LEFT_DOWN, &GamePanel::OnClick, this); } void GamePanel::Start(const wxString& path, bool solveable) { controller.stopwatch = 0; controller.loadLayout(path); if (solveable) controller.fillSolveableTable(); else controller.fillRandom(); timer->Start(1000, wxTIMER_CONTINUOUS); if (sb == nullptr) sb = ((wxFrame*)this->GetParent())->GetStatusBar(); sb->SetStatusText(LTimeToStr(controller.stopwatch)); } void GamePanel::OnPaint(wxPaintEvent& _) { wxAutoBufferedPaintDC dc(this); drawer.drawTable(dc); } void GamePanel::OnTimer(wxTimerEvent& _) { controller.stopwatch += 1; sb->SetStatusText(LTimeToStr(controller.stopwatch)); } void GamePanel::OnClick(wxMouseEvent& _) { wxPoint posPlain = drawer.toGrid(ScreenToClient(wxGetMousePosition())); ThreePoint pos = {-1, posPlain.x, posPlain.y}; if (pos.x > -1) { auto card = controller.getCardByPosition(pos); drawer.marked = pos; if (pos.z >= 0 && controller.available(pos)) controller.select(card); } Refresh(); }