📄 gd08-01.cpp
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// ============================================================================
// GD08-01.cpp
// Hash Table Graphical Demonstration.
// ============================================================================
#include "SDLGUI.h"
#include "HashTable.h"
#include <stdlib.h>
#include <time.h>
// ============================================================================
// Global Constants
// ============================================================================
const char PROGRAM_NAME[] = "Hash Table Graphical Demonstration";
const int WIDTH = 800;
const int HEIGHT = 600;
const int ITEMS = 32;
const int ARIAL = 0;
unsigned long int Hash( int i )
{
return i;
}
// ============================================================================
// Global Variables
// ============================================================================
SDLGUI* g_gui;
// this is the stack that we will use in the demo
HashTable<int, int> g_table( 10, Hash );
// Box
SDL_Surface* g_box;
SDL_Surface* g_rbox;
int g_key = -1;
char g_number[3] = "0";
// ============================================================================
// Draw Algorithms
// ============================================================================
void DrawHashTable( HashTable<int, int>& p_table,
int p_x, int p_y )
{
static SDL_Surface* text;
static char number[4] = "000";
int i, y;
DListIterator< HashEntry<int, int> > itr;
// loop through each index in the table
for( i = 0; i < g_table.m_size; i++ )
{
// draw the base cell.
g_gui->Blit( g_box, p_x, p_y );
// render the index.
sprintf( number, "%d", i );
text = TTF_RenderText_Shaded( g_gui->GetFont(ARIAL), number, BLACK, WHITE );
g_gui->Blit( text, (g_box->w - text->w) / 2 + p_x,
(g_box->h - text->h) / 2 + p_y );
SDL_FreeSurface( text );
// draw the arrow line
g_gui->ArrowLine( p_x + 24, p_y, p_x + 24, p_y - 48, 0, 0,
false, true, BLACK );
y = p_y - g_box->h - 48;
// get an iterator to the current cell
itr = g_table.m_table[i].GetIterator();
// loop through the linked list and draw the data.
for( itr.Start(); itr.Valid(); itr.Forth() )
{
// draw the box
if( itr.Item().m_key == g_key )
g_gui->Blit( g_rbox, p_x, y );
else
g_gui->Blit( g_box, p_x, y );
// render the number.
sprintf( number, "%d", itr.Item().m_data );
text = TTF_RenderText_Shaded( g_gui->GetFont(ARIAL), number, BLACK, WHITE );
g_gui->Blit( text, (g_box->w - text->w) / 2 + p_x,
(g_box->h - text->h) / 2 + y );
SDL_FreeSurface( text );
y -= g_box->h;
}
p_x += g_box->w;
}
}
// ============================================================================
// Button Callbacks
// ============================================================================
void Insert()
{
int n = atoi( g_number );
// only insert the number if it's not in the hash table already.
if( g_table.Find( n ) == 0 )
g_table.Insert( n, n );
}
void Find()
{
int n = atoi( g_number );
g_key = n;
}
void Remove()
{
int n = atoi( g_number );
g_table.Remove( n );
}
void Random()
{
// get a random number
itoa( rand() % 1000, g_number, 10 );
}
// ============================================================================
// Main
// ============================================================================
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 );
SDL_EnableUNICODE( true );
// add the buttons to the g_gui
g_gui->AddButton( 0, 0, "gbup.bmp", "gbdown.bmp", "Insert",
ARIAL, BLACK, WHITE, Insert );
g_gui->AddButton( 0, 64, "gbup.bmp", "gbdown.bmp", "Find",
ARIAL, BLACK, WHITE, Find );
g_gui->AddButton( 0, 128, "gbup.bmp", "gbdown.bmp", "Remove",
ARIAL, BLACK, WHITE, Remove );
g_gui->AddButton( 0, 192, "gbup.bmp", "gbdown.bmp", "Random",
ARIAL, BLACK, WHITE, Random );
// add a text box, and set the focus.
g_gui->AddTextBox( 0, 256, 128, TTF_FontHeight( g_gui->GetFont(ARIAL)),
g_number, 3, ARIAL, BLACK, WHITE, true, 0 );
g_gui->SetFocus( 4 );
// set our at exit function
atexit( SDL_Quit ) ;
// create the BMP's that we need.
g_box = SDL_LoadBMP( "boxblack.bmp" );
g_rbox = SDL_LoadBMP( "boxred.bmp" );
// 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 the g_gui at the end of each loop.
g_gui->Draw();
DrawHashTable( g_table, 160, 500 );
g_gui->Update();
}
return 0;
}
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