#ifndef MARS_MagicDomino #define MARS_MagicDomino #ifndef MARS_MAGIC #include "MAGIC.h" #endif #ifndef ROOT_TText #include #endif #ifndef ROOT_TClonesArray #include #endif class TMarker; class TVirtualPad; class MGeomCam; class MHexagon; class MagicDomino : public TObject { private: enum { kBackground = 50, kIsTile = BIT(16), kRight = BIT(17), kLeft = BIT(18), kTop = BIT(19), kBottom = BIT(20), kUserBits = 0x7fc000, // 14-23 are allowed kBottomLeft = kBottom|kLeft, kBottomRight = kBottom|kRight, kTopLeft = kTop|kLeft, kTopRight = kTop|kRight }; MGeomCam *fGeomCam; // pointer to camera geometry UShort_t fNumPixels; // number of pixels in the present geometry Short_t fNumPixel; // number of actual pixel Int_t fNumTile; // number of setteled tiles Float_t fRange; // the range in millimeters of the present geometry Int_t fPoints; // points you got Int_t fDir; // direction you move the tile Int_t fOldColors[7]; // colors of hexagons which are under the tile Int_t fNewColors[6]; // colors of the tile itself Byte_t fPosition; // rotation position of colors in tile Byte_t fSkipped; // number of skipped tiles TText fDomino; // TText showing status informations TText *fText[6]; // ttext showing the six numbers in the tile TText *fDone; // game over text UInt_t fW; // Width of canvas UInt_t fH; // Height of canvas TClonesArray *fPixels; // array of all hexagons TVirtualPad *fDrawingPad; // pad in which we are drawing MHexagon &operator[](int i) { return *((MHexagon*)fPixels->At(i)); } Bool_t CheckTile(); void NewTile(); void NewColors(); void HideTile(); void ShowTile(); void RotateTile(Int_t add); void Update(); void Free(); void Done(); void RemoveNumbers(); void DrawHexagons(); void SetNewCamera(MGeomCam *); void ChangePixel(Int_t add); void Step(Int_t dir); Short_t AnalysePixel(Int_t dir); void GetSortedNeighbors(Int_t indices[6]); void Draw(Option_t *option=""); void Paint(Option_t *option=""); void ExecuteEvent(Int_t event, Int_t px, Int_t py); Int_t DistancetoPrimitive(Int_t px, Int_t py) { return 0; } public: MagicDomino(); ~MagicDomino(); void Reset(); //*MENU* void ChangeCamera(); //*MENU* ClassDef(MagicDomino, 0) // Magic Camera Games: Some kind of Domino }; #endif