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@ -1088,27 +1088,34 @@ static void ShowDemoWindowWidgets() |
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} |
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if (ImGui::TreeNode("Grid")) |
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{ |
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static int selected[4 * 4] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; |
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for (int i = 0; i < 4 * 4; i++) |
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{ |
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ImGui::PushID(i); |
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if (ImGui::Selectable("Sailor", selected[i] != 0, 0, ImVec2(50, 50))) |
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static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; |
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// Add in a bit of silly fun...
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const float time = (float)ImGui::GetTime(); |
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const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...
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if (winning_state) |
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ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); |
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for (int y = 0; y < 4; y++) |
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for (int x = 0; x < 4; x++) |
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{ |
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// Toggle
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selected[i] = !selected[i]; |
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// Note: We _unnecessarily_ test for both x/y and i here only to silence some static analyzer.
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// The second part of each test is unnecessary.
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int x = i % 4; |
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int y = i / 4; |
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if (x > 0) { selected[i - 1] ^= 1; } |
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if (x < 3 && i < 15) { selected[i + 1] ^= 1; } |
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if (y > 0 && i > 3) { selected[i - 4] ^= 1; } |
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if (y < 3 && i < 12) { selected[i + 4] ^= 1; } |
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if (x > 0) |
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ImGui::SameLine(); |
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ImGui::PushID(y * 4 + x); |
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if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) |
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{ |
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// Toggle clicked cell + toggle neighbors
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selected[y][x] ^= 1; |
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if (x > 0) { selected[y][x - 1] ^= 1; } |
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if (x < 3) { selected[y][x + 1] ^= 1; } |
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if (y > 0) { selected[y - 1][x] ^= 1; } |
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if (y < 3) { selected[y + 1][x] ^= 1; } |
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} |
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ImGui::PopID(); |
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} |
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if ((i % 4) < 3) ImGui::SameLine(); |
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ImGui::PopID(); |
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} |
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if (winning_state) |
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ImGui::PopStyleVar(); |
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ImGui::TreePop(); |
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} |
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if (ImGui::TreeNode("Alignment")) |
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