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; }
/** * Decreases existing entry key. * @param[in] data Entry value. * @param[out] heap Heap being modified. */ void piojo_heap_decrease(piojo_opaque_t data, piojo_heap_t *heap) { size_t *idx; PIOJO_ASSERT(heap); idx = (size_t*)piojo_hash_search(&data, heap->indices_by_data); PIOJO_ASSERT(idx != NULL); sort_up(*idx, heap); }
int main(int argc, char **argv) { employ_t *company; int workers_n; if(display_help(argc,argv)) return 0; company = (employ_t *) calloc(MAX_STUDENTS_NUMBER, sizeof(employ_t)); workers_n = (input(company)); company = (employ_t *) realloc(company, workers_n * sizeof(employ_t)); sort_up(company, workers_n); output_table(company, workers_n); free(company); return (0); /* I like it */ }
/** * Inserts a new entry. * @warning @a data can't be inserted more than once. * @param[in] data Entry value. * @param[out] heap Heap being modified. */ void piojo_heap_push(piojo_opaque_t data, piojo_heap_t *heap) { size_t idx; bool inserted_p; PIOJO_ASSERT(heap); piojo_array_push(&data, heap->data); idx = piojo_heap_size(heap) - 1; inserted_p = piojo_hash_insert(&data, &idx, heap->indices_by_data); PIOJO_ASSERT(inserted_p); sort_up(idx, 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; }