From 8522dc296f9640a63ba88ffc3dfa41f418df3277 Mon Sep 17 00:00:00 2001 From: Isabell Pflug Date: Thu, 27 Jul 2023 20:30:28 +0200 Subject: [PATCH] :memo: Added documentation for SameGame class and its members --- ThinkPink/samegame.h | 91 +++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 90 insertions(+), 1 deletion(-) diff --git a/ThinkPink/samegame.h b/ThinkPink/samegame.h index faec1ef..83c8e6f 100644 --- a/ThinkPink/samegame.h +++ b/ThinkPink/samegame.h @@ -6,20 +6,109 @@ #include #include +/** + * \brief The SameGame class. Stores the underlying informations of the game grid and its colors. Provides the base game functionality of checking the neighbours of clicked cells. + * The update of the grid though gets triggered from the #MainWindow. + */ class SameGame { private: + /*! + * \brief the gameMatrix. Stores the colors of the grid inside of nested vectors. + * \todo make it all much much much more efficient by using std::size_t indices instead of [QStrings](#QString). + * -# Why do I have a list of colors if I am spamming the RAM with color name strings? + * -# this includes having to add the #QString used for the nonvalid color for each cell removed to the #colors list. + */ std::vector> gameMatrix; + + /*! + * \brief Stores all the defined colors from the #settings unique pointer as [QStrings](#QString). + */ const QStringList colors; + public: + + /*! + * \name Initialisation + * \brief Functions that set-up the #gameMatrix. + * \{ + */ + + /*! + * \brief Initialises the game matrix. + * + * This function takes the number of rows and columns as arguments and creates a game grid of the respective size that it stores into #gameMatrix with randomly picked colors for each cell from #colors . + * + * \param rows the number of rows. + * \param columns the number of columns. + */ void initialiseGameMatrix(int rows, int columns); + + /*! + * \brief Constructor for the SameGame class. Takes the colors from #settings and stores them into #colors. + * \todo Why did I not make the amount of rows and columns constants read from #settings as well, like the #QStringList #colors? + * -# it is included in the #settings pointer anyways. no reason to have it being a variable. + * -# because of that, I am not going to group the rows and columns parameters of the constructor and the #initialiseGameMatrix() function like I did for the [selection parameters](#SelectionParameters). + * \param rows the number of rows. + * \param columns the number of columns. + */ SameGame(int rows, int columns); + /*! \} */ + + /*! + * \name Cell functions + * \brief Functions that all use coordinates of a specific cell from the #gameMatrix as parameters. + * \param row Number of the row of cell to be selected. + * \param column Number of the column of the cell to be selected. + * \{ + */ + + /*! + * \brief getCell returns #gameMatrix[#row][#column]. + * \return #QString color at the requested position. + */ QString getCell(int row, int column); + + /*! + * \brief setCell sets the value of #gameMatrix[#row][#column] to #color. + * \param color new color for the requested position. + */ void setCell(int row, int column, QString color); + + /*! + * \brief checkNeighbour + * \param connectedSet + * \param color + */ void checkNeighbour(std::set> *connectedSet, QString color, int row, int column); + + /*! + * \brief getConnected + * \param connectedSet + * \param color + */ void getConnected(std::set> *connectedSet, QString color, int row, int column); - int getNumberOfColors(); + + /*! + * \brief deleteCell changes the color in the selected cell to an invalid value so that it will get taken out of the game. + */ void deleteCell(int row, int column); + /*! \} */ + + /*! + * \name Information functions + * \brief Functions that provide information about the status of the #SameGame. + * \{ + */ + + /*! + * \brief getNumberOfColors returns number of unique colors. + * \todo check relevancy! Might be unneccessary due to colors being stored in #settings + * \return number of unique colors. + */ + int getNumberOfColors(); + /*! \} */ + }; #endif // SAMEGAME_H