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#include <qdeclarative.h>
class TileData : public QObject
{
Q_OBJECT
public:
TileData() : _hasFlag(false), _hasMine(false), _hint(-1), _flipped(false) {}
Q_PROPERTY(bool hasFlag READ hasFlag WRITE setHasFlag NOTIFY hasFlagChanged)
bool hasFlag() const { return _hasFlag; }
Q_PROPERTY(bool hasMine READ hasMine NOTIFY hasMineChanged)
bool hasMine() const { return _hasMine; }
Q_PROPERTY(int hint READ hint NOTIFY hintChanged)
int hint() const { return _hint; }
Q_PROPERTY(bool flipped READ flipped NOTIFY flippedChanged())
bool flipped() const { return _flipped; }
void setHasFlag(bool flag) {if(flag==_hasFlag) return; _hasFlag = flag; emit hasFlagChanged();}
void setHasMine(bool mine) {if(mine==_hasMine) return; _hasMine = mine; emit hasMineChanged();}
void setHint(int hint) { if(hint == _hint) return; _hint = hint; emit hintChanged(); }
void flip() { if (_flipped) return; _flipped = true; emit flippedChanged(); }
void unflip() { if(!_flipped) return; _flipped = false; emit flippedChanged(); }
signals:
void flippedChanged();
void hasFlagChanged();
void hintChanged();
void hasMineChanged();
private:
bool _hasFlag;
bool _hasMine;
int _hint;
bool _flipped;
};
class MinehuntGame : public QObject
{
Q_OBJECT
public:
MinehuntGame();
Q_PROPERTY(QDeclarativeListProperty<TileData> tiles READ tiles CONSTANT)
QDeclarativeListProperty<TileData> tiles();
Q_PROPERTY(bool isPlaying READ isPlaying NOTIFY isPlayingChanged)
bool isPlaying() {return playing;}
Q_PROPERTY(bool hasWon READ hasWon NOTIFY hasWonChanged)
bool hasWon() {return won;}
Q_PROPERTY(int numMines READ numMines NOTIFY numMinesChanged)
int numMines() const{return nMines;}
Q_PROPERTY(int numFlags READ numFlags NOTIFY numFlagsChanged)
int numFlags() const{return nFlags;}
public slots:
Q_INVOKABLE bool flip(int row, int col);
Q_INVOKABLE bool flag(int row, int col);
void setBoard();
void reset();
signals:
void isPlayingChanged();
void hasWonChanged();
void numMinesChanged();
void numFlagsChanged();
private:
bool onBoard( int r, int c ) const { return r >= 0 && r < numRows && c >= 0 && c < numCols; }
TileData *tile( int row, int col ) { return onBoard(row, col) ? _tiles[col+numRows*row] : 0; }
int getHint(int row, int col);
void setPlaying(bool b){if(b==playing) return; playing=b; emit isPlayingChanged();}
QList<TileData *> _tiles;
int numCols;
int numRows;
bool playing;
bool won;
int remaining;
int nMines;
int nFlags;
};