📄 gd14-01.cpp
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// ============================================================================
// GD14-01.cpp
// Heap Graphical Demonstration.
// ============================================================================
#include "SDLGUI.h"
#include "Queue.h"
#include "Heap.h"
#include <stdlib.h>
#include <time.h>
#include <string.h>
// ============================================================================
// Global Constants
// ============================================================================
const char PROGRAM_NAME[] = "Heap Graphical Demonstration";
const int WIDTH = 800;
const int HEIGHT = 600;
const int ITEMS = 32;
const int ARIAL = 0;
// ============================================================================
// classes and enums
// ============================================================================
enum HEAPSTATE
{
NOSTATE,
WALKUP,
WALKDOWN
};
// ============================================================================
// Global Variables
// ============================================================================
SDLGUI* g_gui;
int g_timer;
int CompInt( int l, int r )
{
return l - r;
}
Heap<int> g_heap( 64, CompInt );
// the current node.
int g_current = 0;
// Circles
SDL_Surface* g_blackcircle;
SDL_Surface* g_redcircle;
HEAPSTATE g_state = NOSTATE;
char g_number[3] = "0";
int g_int = 0;
// ============================================================================
// Draw Algorithms
// ============================================================================
void DrawNode( int p_node, int p_x, int p_y )
{
static SDL_Surface* text;
static char number[] = "00";
// draw the contents of the circle.
sprintf( number, "%d", g_heap[p_node] );
text = TTF_RenderText_Shaded( g_gui->GetFont(ARIAL), number, BLACK, WHITE );
g_gui->Blit( text, (g_blackcircle->w - text->w) / 2 + p_x,
(g_blackcircle->h - text->h) / 2 + p_y );
SDL_FreeSurface( text );
// draw the circle
if( g_current == p_node )
g_gui->Blit( g_redcircle, p_x, p_y );
else
g_gui->Blit( g_blackcircle, p_x, p_y );
}
void DrawTree( int p_tree, int p_x, int p_y, int p_width )
{
if( p_tree <= g_heap.m_count )
{
DrawNode( p_tree, p_x + (p_width / 2) - 24, p_y);
int w = p_width / 2;
int w2 = w / 2;
if( (p_tree * 2) <= g_heap.m_count )
{
DrawTree( p_tree * 2, p_x, p_y + 96, w );
g_gui->ArrowLine( p_x + (p_width / 2), p_y + 24,
p_x + w2, p_y + 124, 24, 24, false, true, BLACK );
}
if( (p_tree * 2 + 1) <= g_heap.m_count )
{
DrawTree( p_tree * 2 + 1, p_x + w, p_y + 96, w );
g_gui->ArrowLine( p_x + (p_width / 2), p_y + 24,
p_x + w2 + w, p_y + 124, 24, 24, false, true, BLACK );
}
}
}
// ============================================================================
// Button Callbacks
// ============================================================================
void Enqueue()
{
if( g_state == NOSTATE )
{
// get the number to insert
int n = atoi( g_number );
g_heap.m_count++;
// resize the heap if needed.
if( g_heap.m_count >= g_heap.m_size )
g_heap.Resize( g_heap.m_size * 2 );
// place the new item at the bottom of the heap.
g_heap[g_heap.m_count] = n;
g_current = g_heap.m_count;
g_state = WALKUP;
g_timer = SDL_GetTicks();
}
}
void Dequeue()
{
if( g_state == NOSTATE && g_heap.m_count > 0 )
{
g_heap[1] = g_heap[g_heap.m_count];
g_current = 1;
g_heap.m_count--;
g_state = WALKDOWN;
g_timer = SDL_GetTicks();
}
}
void Random()
{
if( g_state == NOSTATE )
{
int i = rand() % 100;
sprintf( g_number, "%d", i );
}
}
// ============================================================================
// Main
// ============================================================================
void Draw()
{
// draw the g_gui at the end of each loop.
g_gui->Draw();
DrawTree( 1, 0, 0, WIDTH );
g_gui->Update();
}
int main( int argc, char* argv[] )
{
int x;
int y;
srand( time(0) );
//initialize systems
SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER );
SDL_WM_SetCaption( PROGRAM_NAME, 0);
TTF_Init();
g_gui = new SDLGUI( WIDTH, HEIGHT, ITEMS, WHITE );
g_gui->SetFont( "arial.ttf", ARIAL, 20, TTF_STYLE_NORMAL );
// load the bmps
g_blackcircle = SDL_LoadBMP( "circleblack.bmp" );
g_redcircle = SDL_LoadBMP( "circlered.bmp" );
// set the color keys of the BMPs
SDL_SetColorKey( g_blackcircle, SDL_SRCCOLORKEY,
SDL_MapRGB( g_blackcircle->format, 255, 255, 255 ));
SDL_SetColorKey( g_redcircle, SDL_SRCCOLORKEY,
SDL_MapRGB( g_redcircle->format, 255, 255, 255 ));
// add the items to the g_gui
g_gui->AddButton( 0, 0, "gbup.bmp", "gbdown.bmp", "Enqueue", ARIAL,
BLACK, WHITE, Enqueue );
g_gui->AddButton( 0, 64, "gbup.bmp", "gbdown.bmp", "Dequeue", ARIAL,
BLACK, WHITE, Dequeue );
g_gui->AddButton( 0, 128, "gbup.bmp", "gbdown.bmp", "Random", ARIAL,
BLACK, WHITE, Random );
// add the text box
g_gui->AddTextBox( 128, 0, 128, 32, g_number, 2,
ARIAL, BLACK, WHITE, true, 0 );
// set our at exit function
atexit( SDL_Quit ) ;
// declare event variable
SDL_Event event;
g_gui->Draw();
g_gui->Update();
// loop until we get a quit message.
while( 1 )
{
//look for an event
if( SDL_PollEvent( &event ) )
{
//an event was found
if( event.type == SDL_QUIT )
break;
// mouse button was pressed
if( event.type == SDL_MOUSEBUTTONDOWN )
{
// get the mouse g_state.
SDL_GetMouseState( &x, &y );
// tell the GUI that a button has been pressed
g_gui->MouseDown( x, y );
}
// mouse button was released
if( event.type == SDL_MOUSEBUTTONUP )
{
// get the mouse state.
SDL_GetMouseState( &x, &y );
// tell the GUI that a button has been released
g_gui->MouseUp( x, y );
}
if( event.type == SDL_KEYDOWN )
{
// a key was pressed.
if( event.key.keysym.sym == SDLK_ESCAPE )
{
// if ESC was pressed, quit the program.
SDL_Event quit;
quit.type = SDL_QUIT;
SDL_PushEvent( &quit );
}
// tell the GUI that a key was pressed.
g_gui->KeyDown( event.key.keysym.sym,
event.key.keysym.mod,
event.key.keysym.unicode );
}
Draw();
}
if( SDL_GetTicks() - g_timer > 700 && g_state != NOSTATE )
{
g_timer = SDL_GetTicks();
// the walk-up algorithm
if( g_state == WALKUP )
{
if( g_current > 1 )
{
if( g_heap[g_current/2] < g_heap[g_current] )
{
// swap the nodes.
x = g_heap[g_current];
g_heap[g_current] = g_heap[g_current/2];
g_heap[g_current/2] = x;
g_current /= 2;
}
else
{
g_state = NOSTATE;
}
}
else
{
g_state = NOSTATE;
}
}
// the walk-down algorithm
else
{
y = g_current * 2;
if( y <= g_heap.m_count )
{
// make y point to the largest of the two children
if( y + 1 <= g_heap.m_count )
{
if( g_heap[y] < g_heap[y+1] )
y++;
}
if( g_heap[g_current] < g_heap[y] )
{
// swap the nodes
x = g_heap[g_current];
g_heap[g_current] = g_heap[y];
g_heap[y] = x;
g_current = y;
}
else
{
g_state = NOSTATE;
}
}
else
{
g_state = NOSTATE;
}
}
Draw();
}
}
return 0;
}
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