int main(int argc, const char *argv[]) { char game[3][3]={0}; char key; show_game(game,3); printf("\n"); while(scanf(" %c",&key)){ switch(key){ case 'w': { // printf("%s\033[k"); system("clear"); sort_up(game,3); move_up(game,3); randfunc(game,3); show_game(game,3); } break; case 'a': { // printf("%s\033[1J"); system("clear"); sort_left(game,3); move_left(game,3); randfunc(game,3); show_game(game,3); } break; case 'd': { // printf("%s\033[1k"); system("clear"); sort_right(game,3); move_right(game,3); randfunc(game,3); show_game(game,3); } break; case 's': { // printf("%s\033[1J"); system("clear"); sort_down(game,3); move_down(game,3); randfunc(game,3); show_game(game,3); } break; } } return 0; }
/** * Deletes the minimum entry according to key. * @param[out] heap Non-empty heap. */ void piojo_heap_pop(piojo_heap_t *heap) { size_t lastidx; PIOJO_ASSERT(heap); PIOJO_ASSERT(piojo_heap_size(heap) > 0); lastidx = piojo_array_size(heap->data) - 1; if (lastidx > 0){ swap(0, lastidx, heap); } piojo_hash_delete(piojo_array_at(lastidx, heap->data), heap->indices_by_data); piojo_array_delete(lastidx, heap->data); sort_down(0, lastidx, heap); }
// Add any additional bitmaps/icons to the internal image list int wxAdvancedListCtrl::AddImageSmall(wxImage Image) { if (GetImageList(wxIMAGE_LIST_SMALL) == NULL) { wxImageList *ImageList = new wxImageList(16, 16, true); AssignImageList(ImageList, wxIMAGE_LIST_SMALL); wxBitmap sort_up(16, 16), sort_down(16, 16); wxColour Mask = wxColour(255,255,255); // Draw sort arrows using the native renderer { wxMemoryDC renderer_dc; // sort arrow up renderer_dc.SelectObject(sort_up); renderer_dc.SetBackground(*wxTheBrushList->FindOrCreateBrush(Mask, wxSOLID)); renderer_dc.Clear(); wxRendererNative::Get().DrawHeaderButtonContents(this, renderer_dc, wxRect(0, 0, 16, 16), 0, wxHDR_SORT_ICON_UP); // sort arrow down renderer_dc.SelectObject(sort_down); renderer_dc.SetBackground(*wxTheBrushList->FindOrCreateBrush(Mask, wxSOLID)); renderer_dc.Clear(); wxRendererNative::Get().DrawHeaderButtonContents(this, renderer_dc, wxRect(0, 0, 16, 16), 0, wxHDR_SORT_ICON_DOWN); } // Add our sort icons to the image list ImageList_SortArrowDown = GetImageList(wxIMAGE_LIST_SMALL)->Add(sort_down, Mask); ImageList_SortArrowUp = GetImageList(wxIMAGE_LIST_SMALL)->Add(sort_up, Mask); } if (Image.IsOk()) { return GetImageList(wxIMAGE_LIST_SMALL)->Add(Image); } return -1; }