Completed the board manager rewrite

This commit is contained in:
2024-08-22 21:07:32 -04:00
parent 48f83eee38
commit 3e4f0124db
17 changed files with 666 additions and 408 deletions

View File

@@ -2,20 +2,25 @@
#include <cstdint>
#include <array>
#include <WString.h>
#include "Cube.h"
#include "Color.h"
#include "Vector3D.h"
template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
template <V3D &BOARD_DIMS>
class Board{
public:
enum PLANE_NORMAL : uint32_t{
X = 0,
Y,
Z
};
Board();
~Board() = default;
constexpr uint32_t GetXSize() const{return X_SIZE;}
constexpr uint32_t GetYSize() const{return Y_SIZE;}
constexpr uint32_t GetZSize() const {return Z_SIZE;}
constexpr uint32_t GetNumberCubes() const{return X_SIZE * Y_SIZE * Z_SIZE;}
constexpr V3D &GetSize() const{return BOARD_DIMS;}
constexpr uint32_t GetNumberCubes() const{return BOARD_DIMS.x * BOARD_DIMS.y * BOARD_DIMS.z;}
/**
* @brief Returns a string in the format:
@@ -28,13 +33,25 @@ class Board{
/**
* @brief Returns a bool array representing the board
*/
std::array<uint32_t, X_SIZE * Y_SIZE> &LinearizeBoard() const;
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> &LinearizeBoard() const;
void Update();
void FillColor(const V3D &color);
void FillColor(const Color &color);
void SetCubeColor(const V3D &position, const V3D &color);
void SetCubeColor(uint32_t x_coord, uint32_t y_cord, uint32_t z_cord, const Color &color);
void SetCubeOccupation(const V3D &position, bool occupation);
bool BoardStateChanged(){return this->boardStateHasChanged;}
void ClearBoardStateChanged(){this->boardStateHasChanged = false;}
/**
* @brief Get a column along any axis
* @param column .z specifies the normal direction of the plane (see PLANE_NORMAL), and
* the x,y values specify the location of the column in that plane
* to fill. IE To fill one stack at 0,2 I would say give V3D(0,2,PLANE_NORMAL::Z)
* @returns an array of cubes along that column
*/
Cube * SliceBoard(const V3D &column);
private:
// this is a 3d array of cubes to represent the board. Good luck visualizing it
@@ -53,13 +70,13 @@ class Board{
bool boardStateHasChanged;
};
template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
Board<X_SIZE, Y_SIZE, Z_SIZE>::Board(){
template <V3D &BOARD_DIMS>
Board<BOARD_DIMS>::Board(){
this->FillColor(Color(0,0,0));
}
template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
void Board<X_SIZE, Y_SIZE, Z_SIZE>::ToStackString(String &stringBuffer) const{
template <V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::ToStackString(String &stringBuffer) const{
std::array<uint32_t, X_SIZE*Y_SIZE> linearizedBoard = this->LinearizeBoard();
stringBuffer += "!" + String(linearizedBoard[0]);
@@ -71,10 +88,10 @@ void Board<X_SIZE, Y_SIZE, Z_SIZE>::ToStackString(String &stringBuffer) const{
stringBuffer += ";";
}
template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
std::array<uint32_t, X_SIZE * Y_SIZE> & Board<X_SIZE, Y_SIZE, Z_SIZE>::LinearizeBoard() const{
template <V3D &BOARD_DIMS>
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> & Board<BOARD_DIMS>::LinearizeBoard() const{
// convert the board into one array where each entry represents the height of one stack
std::array<uint32_t, X_SIZE*Y_SIZE> linearizedBoard;
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> linearizedBoard;
for(uint32_t x{0}; x < X_SIZE; x++){
for(uint32_t y{0}; y < Y_SIZE; y++){
for(uint32_t z{0}; z < Z_SIZE; z++){
@@ -86,24 +103,63 @@ std::array<uint32_t, X_SIZE * Y_SIZE> & Board<X_SIZE, Y_SIZE, Z_SIZE>::Linearize
return linearizedBoard;
}
template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
void Board<X_SIZE, Y_SIZE, Z_SIZE>::Update(){
}
template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
void Board<X_SIZE, Y_SIZE, Z_SIZE>::FillColor(const Color &color){
template <V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::FillColor(const V3D &color){
for(uint32_t x{0}; x < X_SIZE; x++){
for(uint32_t y{0}; y < Y_SIZE; y++){
for(uint32_t z{0}; z < Z_SIZE; z++){
this->cubes[x][y][z].SetColor(color);
this->cubes[x][y][z].color = color;
}
}
}
}
template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
void Board<X_SIZE, Y_SIZE, Z_SIZE>::SetCubeColor(uint32_t x_coord, uint32_t y_cord, uint32_t z_cord, const Color &color){
this->cubes[x][y][z].SetColor(color);
template <V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
this->cubes[position.x][position.y][position.z].color = color;
}
template <V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::SetCubeOccupation(const V3D &position, bool occupation){
bool oldOccupation{this->cubes[position.x][position.y][position.z].occupied};
this->cubes[position.x][position.y][position.z].occupied = occupation;
if(occupation != oldOccupation) this->boardStateHasChanged = true;
}
template <V3D &BOARD_DIMS>
Cube * Board<BOARD_DIMS>::SliceBoard(const V3D &column){
uint32_t columnLength{0};
V3D indexIncriment{};
V3D position{};
switch(column.z){
case Board::PLANE_NORMAL::X:
columnLength = BOARD_DIMS.x;
indexIncriment.x = 1;
position.z = column.x;
position.y = column.y;
break;
case Board::PLANE_NORMAL::Y:
columnLength = BOARD_DIMS.Y;
indexIncriment.y = 1;
position.x = column.x;
position.z = column.y;
break;
default:
case Board::PLANE_NORMAL::Z:
columnLength = BOARD_DIMS.Z;
indexIncriment.z = 1;
position.x = column.x;
position.y = column.y;
break;
}
std::array<Cube *, columnLength> columnSlice;
for(uint32_t i = 0; i < columnLength; i++){
V3D cubePosition = indexIncriment * i + position;
columnSlice[i] = &(this->cubes[cubePosition.x][cubePosition.y][cubePosition.z]);
}
return columnSlice.data();
}