/* ======================================================================== *\ ! ! * ! * This file is part of MARS, the MAGIC Analysis and Reconstruction ! * Software. It is distributed to you in the hope that it can be a useful ! * and timesaving tool in analysing Data of imaging Cerenkov telescopes. ! * It is distributed WITHOUT ANY WARRANTY. ! * ! * Permission to use, copy, modify and distribute this software and its ! * documentation for any purpose is hereby granted without fee, ! * provided that the above copyright notice appear in all copies and ! * that both that copyright notice and this permission notice appear ! * in supporting documentation. It is provided "as is" without express ! * or implied warranty. ! * ! ! ! Author(s): Thomas Bretz, 9/2005 ! ! Copyright: MAGIC Software Development, 2005-2008 ! ! \* ======================================================================== */ ///////////////////////////////////////////////////////////////////////////// // // MagicJam // // Jam is a multi player game. It is controlled by its context menu (click // with the right mouse button on one of the pixels in the game pad). // // Start the game with: // MagicJam jam; // // Rules: // MagicJam is a multiplayer game. The aim is to own the full game pad. // Ech pixel in the pad can contain as many entries as it has neighbors. // If it has more entries than neighbors it overflows into its neighbors. // All pixels into which such an overflow occures will be captured by // the current player. Player by player will be able to increase the // entry in one pixel by one. Increase the contents of an empty pixel to // one or by one in an owned pixel. The player who once will own the // all pixels will win. // // Editor: // To edit or create a new game start the editor from the context menu // of MagicJam. The editor is also controlled from its context menu. // Use the curso keys to shift your game. // Warning: You MUST create a single-island game. Games which have two // islands might result in edless loops. (Currently there is no check!) // ///////////////////////////////////////////////////////////////////////////// #include "MagicJam.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "MHexagon.h" #include "MGeomCam.h" #include "MGeomPix.h" #include "MDirIter.h" ClassImp(MagicJamAbc); ClassImp(MagicJamEditor); ClassImp(MagicJam); using namespace std; // ------------------------------------------------------------------------- // The editor for MagicJam // ------------------------------------------------------------------------- // -------------------------------------------------------------------------- // // Move the contents of the pad // void MagicJamEditor::Move(int dx, int dy) { const TArrayC cpy(fUsed); Int_t h = cpy.GetSize()/fWidth; for (int i=0; iGetPad(1)->Modified(); gPad->GetPad(1)->Update(); gPad->Modified(); gPad->Update(); } // -------------------------------------------------------------------------- // // Initialize the pad with size wx, hy // void MagicJamEditor::InitGeom(int wx, int hy) { const Float_t dx = 0.5*(wx-1); const Float_t dy = 0.5*(hy-1); fWidth = wx; MGeomCam cam(wx*hy, 1); for (int x=0; x0) continue; return i; } return -1; } // -------------------------------------------------------------------------- // // Open the MagicJam editor. Load a game with name name. // MagicJamEditor::MagicJamEditor(const char *name) : fImage(NULL) { InitGeom(20, 20); SetBit(kNoLegend); SetBit(kNoScale); Draw(); gPad->SetEditable(kFALSE); if (name) LoadGame(name); } // -------------------------------------------------------------------------- // // Delete fImage // MagicJamEditor::~MagicJamEditor() { if (fImage) delete fImage; } // -------------------------------------------------------------------------- // // Change width and height of pad. Preserve contents. // void MagicJamEditor::SetWidthHeight(Int_t dx, Int_t dy) { TNtuple tup("", "", "x:y"); tup.SetDirectory(0); for (UInt_t i=0; i=0) { SetUsed(idx); fEntries++; } } } // -------------------------------------------------------------------------- // // Save the current game // void MagicJamEditor::SaveGame(const char *name) { ofstream fout(name); if (!fout) { cout << "Cannot open file " << name << ": " << strerror(errno) << endl; return; } for (UInt_t i=0; i> x >> y; if (!fin) break; tup.Fill(x, y); maxx = TMath::Max(maxx, x); maxy = TMath::Max(maxy, y); minx = TMath::Min(minx, x); miny = TMath::Min(miny, y); } if (tup.GetEntries()==0) { cout << "File " << name << " contains no entries!" << endl; return; } if (TMath::Odd(miny)) miny--; InitGeom((maxx-minx)+1, (maxy-miny)+1); for (int i=0; iIsValid()) { delete fImage; fImage = NULL; return; } fImage->SetEditable(kFALSE); SetFillStyle(4000); } void MagicJamEditor::RemoveBackgroundImage() { if (fImage) { delete fImage; fImage=NULL; } SetFillStyle(1001); } // -------------------------------------------------------------------------- // // Paint the game pad // void MagicJamEditor::Paint(Option_t *o) { TString str = Form("Jam Editor pad %dx%d", fWidth, GetNumPixels()/fWidth); SetTitle(str); Float_t maxx = 0; Float_t minx = 0; Float_t maxy = 0; Float_t miny = 0; for (UInt_t i=0; iGetRange(x1, y1, x2, y2); gPad->SetLeftMargin ( (minx-x1)/(x2-x1)); gPad->SetBottomMargin( (miny-y1)/(y2-y1)); gPad->SetRightMargin (1 - (maxx-x1)/(x2-x1)); gPad->SetTopMargin (1 - (maxy-y1)/(y2-y1)); fImage->Paint(); } gStyle->SetOptStat(11); MHCamera::Paint(o); TBox box; box.SetLineColor(kBlack); box.SetFillStyle(0); box.PaintBox(minx-1, miny-1, maxx+1, maxy+1); TLine l; //l.SetLineStyle(kDashed); l.SetLineColor(15); l.PaintLine(0, miny, 0, maxy); l.PaintLine(minx, 0, maxx, 0); } // -------------------------------------------------------------------------- // // Call MHCamera Draw connect a signal to catch the keynoard events // void MagicJamEditor::Draw(Option_t *o) { MHCamera::Draw(); // This seems to be necessary due to the pad-in-pad geometry // otherwise I don't get the information about the keys pressed gPad->GetCanvas()->Connect("ProcessedEvent(Int_t,Int_t,Int_t,TObject*)", "MagicJamEditor", this, "EventInfo(Int_t,Int_t,Int_t,TObject*)"); } // -------------------------------------------------------------------------- // // Process the keyboard events // void MagicJamEditor::EventInfo(Int_t event, Int_t px, Int_t py, TObject *o) { if (event==kKeyPress) { switch (py) { case kKey_Left: Move(-1, 0); break; case kKey_Right: Move(1, 0); break; case kKey_Up: Move(0, 1); break; case kKey_Down: Move(0, -1); break; default: return; } TVirtualPad *p = dynamic_cast(o); if (p && p->GetPad(1)) { p->GetPad(1)->Modified(); p->GetPad(1)->Update(); } } } // -------------------------------------------------------------------------- // // Execute mouse events // void MagicJamEditor::ExecuteEvent(Int_t event, Int_t px, Int_t py) { const Int_t idx = GetPixelIndex(px, py); if (idx<0) return; switch (event) { case kButton1Down: if (IsUsed(idx)) { ResetUsed(idx); fEntries--; } else { SetUsed(idx); fEntries++; } break; case kButton1Motion: if (!IsUsed(idx)) { SetUsed(idx); fEntries++; } break; default: return; } gPad->Modified(); gPad->Update(); } // ------------------------------------------------------------------------- // MagicJam -- the Game // ------------------------------------------------------------------------- // -------------------------------------------------------------------------- // // Fill 1 in a single pixel. If the pixel has more content than neighbors // it overflows into its neighbors. Called recursivly. // void MagicJam::FillPix(Int_t idx) { if (CountPlayers()==1) return; const Int_t newval = fBinEntries[idx+1]+1; const MGeomPix &gpix = (*fGeomCam)[idx]; const Int_t n = gpix.GetNumNeighbors(); SetBinContent(idx+1, fNumPlayer); SetUsed(idx); if (newval <= n) { fBinEntries[idx+1] = newval; return; } fEntries -= n; fBinEntries[idx+1] = 1; for (int i=0; iModified(); gPad->Update(); } // -------------------------------------------------------------------------- // // Count tiles of player // Int_t MagicJam::CountPlayer(Int_t player) const { Int_t sum = 0; for (int i=0; i0) cnt++; return cnt; } // -------------------------------------------------------------------------- // // Start MagicJam. Loads the default game jam.txt and initializes a // two player game // MagicJam::MagicJam(const char *jam, MagicJam *game) : fNumPlayers(0), fGame(game) { SetTitle("Magic Jam (game)"); SetBit(kNoLegend); SetBit(kNoScale); SetBit(kMustCleanup); LoadGame(jam); gInterpreter->DeleteGlobal(this); gROOT->GetListOfCleanups()->Add(this); if (fGame!=NULL) { SetBit(kNoContextMenu); SetBit(kNoStats); return; } if (!fGeomCam) return; SetNumPlayers(2); SetMinMax(-0.5, 9.5); Draw(); gPad->SetEditable(kFALSE); } // -------------------------------------------------------------------------- // // Remove fGame if it was deleted // void MagicJam::RecursiveRemove(TObject *obj) { if (fGame==obj) fGame=0; } // -------------------------------------------------------------------------- // // Set a new number of players. Restarts the game // void MagicJam::SetNumPlayers(Byte_t n) { if (n<2 || n>9) return; fNumPlayers = n; fNumPlayer = 0; Reset(); } // -------------------------------------------------------------------------- // // Loads a new geometry (game). Restarts the game. // void MagicJam::LoadGame(const char *name) { /* if (gPad) { static const char *gOpenTypes[] = { "Template files", "*.txt", "All files", "*", NULL, NULL }; static TString dir("."); TGFileInfo fi; // fFileName and fIniDir deleted in ~TGFileInfo fi.fFileTypes = (const char**)gOpenTypes; fi.fIniDir = StrDup(dir); dlg = new TGFileDialog(0, 0, kFDOpen, &fi); // Checks is meanwhile the game has been closed! if (!gPad) return; cout << "done" << endl; cout << gPad << endl; if (!fi.fFilename || gPad==NULL) return; cout << "test" << endl; dir = fi.fIniDir; name = fi.fFilename; } //if (!gROOT->GetListOfSpecials()->FindObject(this)) // return; cout << "Done." << endl; */ //*** ifstream fin(name); if (!fin) { cout << "Cannot open file " << name << ": " << strerror(errno) << endl; return; } Int_t maxx=-INT_MAX; Int_t maxy=-INT_MAX; Int_t minx= INT_MAX; Int_t miny= INT_MAX; TNtuple tup("", "", "x:y"); tup.SetDirectory(0); while (1) { Int_t x,y; fin >> x >> y; if (!fin) break; tup.Fill(x, y); maxx = TMath::Max(maxx, x); maxy = TMath::Max(maxy, y); minx = TMath::Min(minx, x); miny = TMath::Min(miny, y); } if (tup.GetEntries()==0) { cout << "File " << name << " contains no entries!" << endl; return; } MGeomCam cam(tup.GetEntries()); for (int i=0; iInteger(GetNumPixels()-1); if (IsUsed(idx)) { x--; continue; } SetUsed(idx); SetBinContent(idx+1, i); fBinEntries[idx+1] = 1; } } } // -------------------------------------------------------------------------- // // Star an editor to make your own game. // void MagicJam::StartEditor() const { TCanvas *c=new TCanvas; c->SetName("Editor"); c->SetTitle("MagicJam Editor"); MagicJamEditor *build=new MagicJamEditor; build->SetBit(kCanDelete); } // -------------------------------------------------------------------------- // // Open the current game in the editor. // void MagicJam::OpenInEditor() const { TCanvas *c=new TCanvas; c->SetName("Editor"); c->SetTitle("MagicJam Editor"); MagicJamEditor *build=new MagicJamEditor(GetName()); build->SetBit(kCanDelete); } // -------------------------------------------------------------------------- // // Show the Jam games of this directory // void MagicJam::ShowDirectory(const char *dir) { MDirIter Next(dir, "*.jam"); TList list; TString file; while (1) { file=Next(); if (file.IsNull()) break; MagicJam *jam = new MagicJam(file, this); if (jam->GetNumPixels()==0) { delete jam; continue; } list.Add(jam); } const Int_t n1 = TMath::Nint(TMath::Ceil(list.GetEntries()/3.)); const Int_t n2 = TMath::Nint(TMath::Ceil((float)list.GetEntries()/n1)); TCanvas *c = new TCanvas; c->SetBorderMode(0); c->SetFillColor(kWhite); c->Divide(n1, n2, 0, 0); c->SetBit(kNoContextMenu); c->SetBit(kCannotPick); Int_t i=0; TObject *o=0; TIter NextObj(&list); while ((o=NextObj())) { list.Remove(o); c->cd(++i); gPad->SetFillColor(kWhite); o->SetBit(kCanDelete); o->Draw(); gPad->SetBit(kCannotPick); gPad->GetPad(1)->SetBit(kCannotPick); } // Delete empty pads for (; i<=n1*n2; i++) delete c->GetPad(i); } // -------------------------------------------------------------------------- // // Process mouse events // void MagicJam::ExecuteEvent(Int_t event, Int_t px, Int_t py) { if (fNumPlayers==0) // We are in ShowDirectory-Mode { if (event!=kButton1Down) return; if (fGame) { // Do a simple search for the pad containing fGame TIter Next(gROOT->GetListOfCanvases()); TCanvas *c=0; while((c=(TCanvas*)Next())) { TVirtualPad *pad1 = c->GetPad(1); if (!pad1) continue; if (!pad1->GetListOfPrimitives()->FindObject(fGame)) continue; fGame->LoadGame(GetName()); pad1->Modified(); pad1->Update(); return; } } // No pad found. Open new canvas for it new TCanvas; new MagicJam(GetName()); return; } if (CountPlayers()==1) // We already have a winner return; if (event==kButton1Down) { const Int_t idx = GetPixelIndex(px, py); if (idx<0) return; if (IsUsed(idx) && TMath::Nint(GetBinContent(idx+1))!=fNumPlayer) { const Int_t col = gPad->GetFillColor(); gPad->SetFillColor(kRed); gPad->Modified(); gPad->Update(); gSystem->Sleep(250); gPad->SetFillColor(col); gPad->Modified(); gPad->Update(); return; } FillPix(idx); do { fNumPlayer++; fNumPlayer %= fNumPlayers; } while (CountPlayers()>1 && CountPlayer(fNumPlayer)==0); gPad->Modified(); gPad->Update(); } } // -------------------------------------------------------------------------- // // Paint game pad // void MagicJam::Paint(Option_t *o) { if (GetNumPixels()==0) return; gStyle->SetOptStat(11); Int_t palette[50] = { 4, 4, 4, 4, 4, // light blue 3, 3, 3, 3, 3, // light green 6, 6, 6, 6, 6, // magenta 5, 5, 5, 5, 5, // yellow 7, 7, 7, 7, 7, // cyan //8, 8, 8, 8, 8, // dark green //11, 11, 11, 11,11, // light gray 12, 12, 12, 12,12, // dark gray 1, 1, 1, 1, 1, // black 46, 46, 46, 46, 46, 51, 51, 51, 51, 51, // brown }; gStyle->SetPalette(50, palette); MHCamera::Paint(o); TText txt; txt.SetTextAlign(13); // left/bottom txt.SetTextSize(0.03); const Double_t range = fGeomCam->GetMaxRadius(); Int_t max = 0; Int_t num = 0; Int_t pos = 0; for (int i=0; imax) { max = cnt; num = i; } if (cnt==0) continue; TString str = Form("Player #%d: %d %s", i+1, cnt, i==fNumPlayer?"<*>":""); txt.SetTextColor(GetColor(i, fMinimum, fMaximum, kFALSE)); txt.PaintText(-range*0.95, range-pos*range*0.06, str); pos++; } if (CountPlayers()==1) { TString str = "And the Winner... is... player #"; str += Form("%d (Score=%d)", num+1, max); txt.SetTextColor(kRed); // white txt.SetTextAlign(22); // centered/centered txt.SetTextSize(0.05); // white txt.PaintText(0, 0, str); } if (fNumPlayers==0) { txt.SetTextSize(0.075); txt.SetTextColor(kBlack); txt.SetTextAlign(13); // left/top txt.PaintTextNDC(0.02, 0.99, GetName()); //txt.SetTextAlign(11); // left/bottom //txt.PaintTextNDC(0.01, 0.01, Form("%d", GetNumPixels())); txt.PaintTextNDC(0.02, 0.91, Form("%d", GetNumPixels())); } } // -------------------------------------------------------------------------- // // Calls draw of the base class MHCamera with the necessary options // void MagicJam::Draw(Option_t *o) { MHCamera::Draw(fNumPlayers>0 ? "pixelentries nopal" : "nopal"); gPad->SetBit(kCannotPick); }