本文整理汇总了C++中Stone::visible方法的典型用法代码示例。如果您正苦于以下问题:C++ Stone::visible方法的具体用法?C++ Stone::visible怎么用?C++ Stone::visible使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Stone
的用法示例。
在下文中一共展示了Stone::visible方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: checkNeighbourLiberty
void StoneHandler::checkNeighbourLiberty(int x, int y, QValueList<int> &libCounted, int &liberties, Matrix *m) //SL added eb 8
{
if (!x || !y)
return;
Stone *s;
// CHECK_PTR(m); // SL added eb 8
if (m==NULL) //added eb 8 -> we don't have a matrix passed here, so we check on the board
{
if (x <= boardHandler->board->getBoardSize() && y <= boardHandler->board->getBoardSize() && x >= 0 && y >= 0 &&
!libCounted.contains(100*x + y) &&
((s = stones->find(Matrix::coordsToKey(x, y))) == NULL ||
!s->visible()))
{
libCounted.append(100*x + y);
liberties ++;
}
}
else
{
if (x <= boardHandler->board->getBoardSize() && y <= boardHandler->board->getBoardSize() && x >= 0 && y >= 0 &&
!libCounted.contains(100*x + y) &&
(m->at(x - 1, y - 1) == stoneNone )) // ?? check stoneErase ?
{
libCounted.append(100*x + y);
liberties ++;
} // end add eb 8
}
}
示例2: checkNeighbour
Group* StoneHandler::checkNeighbour(int x, int y, StoneColor color, Group *group, Matrix *m) //SL added eb 8
{
// CHECK_PTR(group);
// CHECK_PTR(m); //added eb 8
bool visible = false ;
int size = boardHandler->board->getBoardSize(); //end add eb 8
Stone *tmp = stones->find(Matrix::coordsToKey(x, y));
// Okay, this is dirty and synthetic :
// Because we use this function where the matrix can be NULL, we need to check this
// Furthermore, since this has been added after the first code, we keep the 'stone->visible' test where one should only use the 'matrix' code
if (m != NULL && x-1 >= 0 && x-1 < size && y-1 >= 0 && y-1 < size) //SL added eb 8
visible = (m->at(x - 1, y - 1) != stoneNone); //SL added eb 9 We do this in order not to pass a null matrix to the matrix->at function (seen in handicap games)
// again we priviledge matrix over stone visibility (we might be browsing a game)
if (tmp != NULL && tmp->getColor() == color && (tmp->visible()|| visible)) //SL added eb 8
{
if (!group->contains(tmp))
{
group->append(tmp);
tmp->checked = true;
}
}
return group;
}
示例3: hasStone
// 0 : no stone
// -1 : hidden
// 1 : shown
int StoneHandler::hasStone(int x, int y)
{
Stone *s;
if ((s = stones->find(Matrix::coordsToKey(x, y))) == NULL)
return 0;
if (s->visible())
return 1;
return -1;
}
示例4: updateAll
bool StoneHandler::updateAll(Matrix *m, bool toDraw)
{
// qDebug("StoneHandler::updateAll(Matrix *m) - toDraw = %d", toDraw);
CHECK_PTR(m);
// m->debug();
Stone *stone;
bool modified = false, fake = false;
short data;
/*
* Synchronize the matrix with the stonehandler data and
* update the canvas.
* This is usually called when navigating through the tree.
*/
for (int y=1; y<=boardHandler->board->getBoardSize(); y++)
{
for (int x=1; x<=boardHandler->board->getBoardSize(); x++)
{
// Extract the data for the stone from the matrix
data = abs(m->at(x-1, y-1) % 10);
switch (data)
{
case stoneBlack:
if ((stone = stones->find(Matrix::coordsToKey(x, y))) == NULL)
{
addStone(boardHandler->board->addStoneSprite(stoneBlack, x, y, fake), true, false);
modified = true;
break;
}
else if (!stone->visible())
{
stone->show();
modified = true;
}
if (stone->getColor() == stoneWhite)
{
stone->setColor(stoneBlack);
modified = true;
}
break;
case stoneWhite:
if ((stone = stones->find(Matrix::coordsToKey(x, y))) == NULL)
{
addStone(boardHandler->board->addStoneSprite(stoneWhite, x, y, fake), true, false);
modified = true;
break;
}
else if (!stone->visible())
{
stone->show();
modified = true;
}
if (stone->getColor() == stoneBlack)
{
stone->setColor(stoneWhite);
modified = true;
}
break;
case stoneNone:
case stoneErase:
if ((stone = stones->find(Matrix::coordsToKey(x, y))) != NULL &&
stone->visible())
{
stone->hide();
modified = true;
}
break;
default:
qWarning("Bad matrix data <%d> at %d/%d in StoneHandler::updateAll(Matrix *m) !",
data, x, y);
}
// Skip mark drawing when reading sgf
if (!toDraw)
continue;
// Extract the mark data from the matrix
data = abs(m->at(x-1, y-1) / 10);
switch (data)
{
case markSquare:
modified = true;
boardHandler->board->setMark(x, y, markSquare, false);
break;
case markCircle:
modified = true;
boardHandler->board->setMark(x, y, markCircle, false);
break;
//.........这里部分代码省略.........