/* * Copyright (c) 2011, 2012, 2013 BlackBerry Limited. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef BOARD_HPP #define BOARD_HPP #include <QObject> #include <bb/cascades/Container> /** * The Board class contains all the business logic for handling the maze board. * It generate a distribution of blocks on the mazze and it also generates the * tiles (ImageViews) that are displayed in the UI. */ class Board : public QObject { Q_OBJECT public: // We take the Container that represents the maze board as a parameter Board(bb::cascades::Container *boardContainer, QObject *parent = 0); /** * Returns whether a player can move to the given position. * The position is given in logical coordinates (0-9). */ bool canMoveTo(int x, int y) const; /** * The Container that represents the maze board. */ bb::cascades::Container *board() const; public Q_SLOTS: /** * Reset the maze board and regenerate all blocks. */ void reset(); private: // The Container object that represents the maze board in the UI bb::cascades::Container *m_board; // The list of block tiles that we created QVector<bb::cascades::Control *> m_blocks; // The map where we store the locations of the blocks inside the maze QVector<QVector<bool> > m_blockMap; }; #endif