Esempio n. 1
0
void Field::update(sf::Event ev) {
	sf::Vector2i pos_mouse(sf::Mouse::getPosition(*win));
	int x,y;
	x = (int)((float)pos_mouse.x/(float)draw_size);
	y = (int)((float)pos_mouse.y/(float)draw_size);
	if (x < 0 || x > (int)size.x || y < 0 || y > (int)size.y) {
		return;
	}
	int i = y*size.x+x;
	if (ev.type == sf::Event::MouseButtonPressed && ev.key.code == sf::Mouse::Left) {
		if (!field[i].is_revealed)
			setPressedState(i,true);
	}

	if (ev.type == sf::Event::MouseButtonReleased) {
		if (ev.key.code == sf::Mouse::Left) {
			if (field[i].is_pressed && !field[i].is_flagged && !field[i].is_revealed) {
				setRevealState(i,true);

				// check win/lose state
				if (field[i].type == Tile::BOMB)
					is_lost = true;
			}
			setAllPressedState(false);
		}
		if (ev.key.code == sf::Mouse::Right) {
			if (!field[i].is_revealed) {
				changeFlag(i);
			}
		}
	}
	updateAllVertex();
}
Esempio n. 2
0
void Field::setAllPressedState(bool state) {
	bool was_debugging = is_debugging;
	is_debugging = false;
	for (uint i = 0; i < field.size(); ++i) {
		setPressedState(i,state);
	}
	is_debugging = was_debugging;
	if (is_debugging)
		cout << "All tiles pressed state set to " << state << endl;
}
Esempio n. 3
0
void ButtonWidget::handleMouseDown(int x, int y, int button, int clickCount) {
	_duringPress = true;
	setPressedState();
}