Implement basic terminal output parsing
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f76da9f5bc
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@ -10,12 +10,16 @@ Application::Application() :
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render_window({SCREEN_WIDTH, SCREEN_HEIGHT}, "Sliding Puzzle")
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{}
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void Application::run()
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bool Application::init(int splitting, const std::string &path)
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{
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render_window.setFramerateLimit(60);
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render_window.display();
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return board.init(splitting, path);
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}
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void Application::run()
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{
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// Main game cycle
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render_window.display();
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while (render_window.isOpen())
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{
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processInput();
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@ -8,6 +8,9 @@ class Application
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public:
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explicit Application();
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// Init game
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bool init(int splitting, const std::string& path);
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// Launch game
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void run();
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128
board.cpp
128
board.cpp
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@ -2,70 +2,10 @@
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#include <cstdlib>
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#include <iostream>
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const std::string picture_dest = "art.png";
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Board::Board(int splitting) :
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Board::Board() :
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selection_index(0),
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on_selection(false)
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{
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// PREPARING INITIAL BOARD STATE //
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if (!global_texture.loadFromFile(picture_dest) )
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return;
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if (splitting <= 1) // If it's 1, the game is already over
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{
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sf::Sprite* sp = new sf::Sprite(global_texture);
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vec_field.push_back(new Cell{0, 0, sp});
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return;
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}
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const int width = global_texture.getSize().x;
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const int height = global_texture.getSize().y;
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Cell::side_length = (width < height) ? width / splitting : height / splitting;
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cells_on_height = height / Cell::side_length;
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cells_on_width = width / Cell::side_length;
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vec_field.reserve(cells_on_height * cells_on_width);
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/* Iterating board cells' screen positions.
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* The initial image after this would look exactly like the loaded picture, not shuffled yet. */
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Cells::size_type index = 0;
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for (int x = 0; x < height; x += Cell::side_length)
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{
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if ((height - x) >= Cell::side_length)
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{
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for (int y = 0; y < width; y += Cell::side_length)
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{
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if ((width - y) >= Cell::side_length)
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{
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sf::Sprite* sp = new sf::Sprite(global_texture, sf::IntRect(y, x, Cell::side_length, Cell::side_length));
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sp->setPosition(static_cast<float>(y), static_cast<float>(x));
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vec_field.push_back(new Cell({index, index, sp}));
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++index;
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}
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}
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}
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}
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// SHUFFLING //
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srand(static_cast<unsigned int>(time(nullptr)));
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for (Cells::size_type curr_i = 0; curr_i < vec_field.size(); ++curr_i)
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{
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Cells::size_type swap_i;
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do
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{ // find two different tiles
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swap_i = rand() & (vec_field.size() - 1);
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} while (curr_i == swap_i);
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swapCells(curr_i, swap_i);
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}
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setSelectionVertex(selection_index);
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}
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{}
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Board::~Board()
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{
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@ -217,4 +157,68 @@ bool Board::isWinCondition() const
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return std::all_of(vec_field.begin(), vec_field.end(), [](const Cell *cell){ return cell->current_index == cell->inital_index; });
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}
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bool Board::init(int splitting, const std::string& path)
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{
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// PREPARING INITIAL BOARD STATE //
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if (!global_texture.loadFromFile(path) )
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return EXIT_FAILURE;
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if (splitting <= 1) // If it's 1, the game is already over
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{
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sf::Sprite* sp = new sf::Sprite(global_texture);
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vec_field.push_back(new Cell{0, 0, sp});
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return EXIT_SUCCESS; // why not
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}
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const int width = global_texture.getSize().x;
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const int height = global_texture.getSize().y;
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Cell::side_length = (width < height) ? width / splitting : height / splitting;
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cells_on_height = height / Cell::side_length;
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cells_on_width = width / Cell::side_length;
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vec_field.reserve(cells_on_height * cells_on_width);
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/* Iterating board cells' screen positions.
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* The initial image after this would look exactly like the loaded picture, not shuffled yet. */
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Cells::size_type index = 0;
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for (int x = 0; x < height; x += Cell::side_length)
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{
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if ((height - x) >= Cell::side_length)
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{
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for (int y = 0; y < width; y += Cell::side_length)
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{
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if ((width - y) >= Cell::side_length)
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{
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sf::Sprite* sp = new sf::Sprite(global_texture, sf::IntRect(y, x, Cell::side_length, Cell::side_length));
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sp->setPosition(static_cast<float>(y), static_cast<float>(x));
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vec_field.push_back(new Cell({index, index, sp}));
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++index;
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}
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}
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}
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}
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// SHUFFLING //
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srand(static_cast<unsigned int>(time(nullptr)));
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for (Cells::size_type curr_i = 0; curr_i < vec_field.size(); ++curr_i)
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{
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Cells::size_type swap_i;
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do
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{ // find two different tiles
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swap_i = rand() & (vec_field.size() - 1);
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} while (curr_i == swap_i);
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swapCells(curr_i, swap_i);
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}
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// Set initial position of cursor
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setSelectionVertex(selection_index);
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return EXIT_SUCCESS;
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}
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int Board::Cell::side_length = 0;
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11
board.h
11
board.h
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@ -23,7 +23,7 @@ enum class DIRECTION
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class Board
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{
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public:
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explicit Board(int splitting = 1);
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explicit Board();
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~Board();
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// Output current graphical state on application window
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@ -38,25 +38,28 @@ public:
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// Did player win the game
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bool isWinCondition() const;
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// Set play image
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bool init(int splitting, const std::string& path);
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private:
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// Game tile
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struct Cell
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{
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std::vector<Cell>::size_type inital_index;
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std::vector<Cell>::size_type current_index;
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std::vector<Cell*>::size_type inital_index;
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std::vector<Cell*>::size_type current_index;
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sf::Sprite *sprite;
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static int side_length;
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};
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using Cells = std::vector<Cell*>;
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using RefCells = std::vector<Cells::size_type>;
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sf::VertexArray rect_selection;
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Cells::size_type selection_index;
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Cells::size_type cells_on_width; // amount of cells on horizontal side of board
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Cells::size_type cells_on_height; // amount of cells on vertical side of board
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Cells vec_field;
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sf::Texture global_texture;
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bool on_selection;
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69
main.cpp
69
main.cpp
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@ -1,7 +1,70 @@
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#include "application.h"
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#include "output_util.h"
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#include <iostream>
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#include <cstring>
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#include <cctype>
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int main()
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constexpr static int MIN_ARGC = 2;
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constexpr static int MAX_ARGC = 4;
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static std::tuple<int, int, std::string> error(const char* msg)
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{
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Application game;
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game.run();
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std::cout << msg;
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return {EXIT_FAILURE, 0, {}};
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}
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static std::tuple<int, int, std::string> parseInput(int argc, char **argv)
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{
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int splitting = -1;
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std::string path;
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switch (argc)
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{
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default:
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return error(output::NO_ARG_MSG);
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case MIN_ARGC:
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// maybe --help
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if (strcmp(argv[1], output::HELP_FLAG) == 0)
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return error(output::HELP_MSG);
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/* HERE PARSE FILEPATH INSTEAD */ return error(output::NO_ARG_MSG);
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break;
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case (MAX_ARGC - 1):
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case MAX_ARGC:
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// full stack
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if (strcmp(argv[1], output::SPLITTING_FLAG) == 0)
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{
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if (std::isdigit(*argv[2]))
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splitting = std::stoi(argv[2]);
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if (splitting < 1)
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return error(output::SPLITTING_MSG);
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/* HERE PARSE FILEPATH INSTEAD */ return error(output::NO_ARG_MSG);
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}
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return error(output::NO_ARG_MSG);
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break;
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}
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return {EXIT_SUCCESS, splitting, path};
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}
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int main(int argc, char **argv)
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{
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auto[ret_code, splitting, path] = parseInput(argc, argv);
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if (ret_code) // Error code is EXIT_FAILURE
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return ret_code;
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Application app;
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if (app.init(splitting, path))
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{
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app.run();
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return EXIT_SUCCESS;
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}
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return EXIT_FAILURE;
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}
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@ -0,0 +1,21 @@
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#pragma once
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namespace output {
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const char* HELP_FLAG = "--help";
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const char* SPLITTING_FLAG = "-s";
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const char* NO_ARG_MSG = "Please at least provide a path to a target image. --help for more information.\n";
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const char* HELP_MSG = "usage: sliding-puzzle [-OPTIONS...] FILE-OR-DIRECTORY\n\n"
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" Necessarily provide the latter variable as path to either a directory\n"
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" which contains arts (one will be picked randomly) or a specific\n"
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" image file of .bmp, .dds, .jpg, .png, .tga, or .psd format.\n\n"
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" Options:\n"
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" [-s num] Provide it if you want to explicitly define\n"
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" qualifier for image slicing, it's counted\n"
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" by the smallest side of given source texture.\n"
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" Hence, if your image is square, the amount of tiles\n"
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" will be num * num.\n";
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const char* SPLITTING_MSG = "-s should be given with a positive num as in [-s num].\n";
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}
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@ -12,6 +12,7 @@ SOURCES += \
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HEADERS += \
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board.h \
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filepath_util.h \
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application.h
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application.h \
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output_util.h
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unix:LIBS += -lsfml-graphics -lsfml-audio -lsfml-window -lsfml-system
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