Revision 353ee6cd90b8e10ec132ce3d430319a7b29795f4 authored by Jonas Rembser on 17 April 2024, 17:24:06 UTC, committed by Jonas Rembser on 19 April 2024, 11:35:25 UTC
After commit a27e60a6d4f, it is not important anymore that only the
variables used by the expression are passed to RooFormula.

Removing the corresponding warnings helps to get rid of useless warnings
in the case where you want to try out variations of the formula that
omit certain terms, and in particular it helps in
`RooAbsData::reduce()`, where the formula is always passed all the
varaiables in the dataset, whether the reduction uses them or not.
1 parent 311b78e
Raw File
Tetris.h

///////////////////////////////////////////////////////////////////
//  ROOT implementation of the simple Tetris game
//  Layout and some hints were taken from Qt /examples/tetris
//
//  To run this game do the following:
//  $ root
//  root [0] gSystem.Load("Tetris")
//  root [1] Tetris t
//  <play game>
//  root [2] .q
//
//  Other ROOT fun examples: Hello, Aclock ...
///////////////////////////////////////////////////////////////////

#ifndef TETRIS_H
#define TETRIS_H

#include <TTimer.h>
#include <TCanvas.h>
#include <TGFrame.h>
#include <TRandom.h>
#include <TButton.h>
#include <TWbox.h>
#include <TText.h>
#include <TSystem.h>

class Tetris;
class TetrisBoard;

///////////////////////////////////////////////////////////////////
//  TetrisBox - the brick of the game
///////////////////////////////////////////////////////////////////
class TetrisBox : public TWbox {

private:
   Int_t    fX;     // X position(column)  in the fPad
   Int_t    fY;     // Y position(line)  in the fPad
   UInt_t   fType;  // if type==0 box is invisible (hide/show state)
   TPad    *fPad;   // pad  where box is in

public:
   TetrisBox(Int_t x=0, Int_t y=0, UInt_t type=0, TPad *pad=(TPad*)TVirtualPad::Pad());
   ~TetrisBox() override { }

   Int_t   GetX()                  { return fX; }
   Int_t   GetY()                  { return fY; }
   UInt_t  GetType()               { return fType; }

   void    SetX(Int_t x);
   void    SetY(Int_t y);
   void    SetXY(Int_t x, Int_t y) { SetX(x); SetY(y); }

   void    SetType(UInt_t type)    { fType=type; }
   Bool_t  IsHidden()              { return (fType==0); }
   void    Hide()                  { SetType(0); }
   void    Show()                  { SetType(1); }

   virtual void MoveOneLineDown()  { SetY(GetY()-1); }
   virtual void MoveRight()        { SetX(GetX()+1); }
   virtual void MoveLeft()         { SetX(GetX()-1); }

   void    Erase();
   void    Paint(Option_t *option="") override;
   void    ExecuteEvent(Int_t, Int_t, Int_t) override  { return; }  // disable any actions on it
};



///////////////////////////////////////////////////////////////////
//  TetrisPiece -  tetris piece is set of up to 4 TetrisBoxes
///////////////////////////////////////////////////////////////////
class TetrisPiece {

protected:
   TetrisBox  *fBoxes[4];  // TetrisPiece  skeleton shape (up to 10 different shapes available)
   UInt_t      fType;      // type of piece
   Int_t       fY;         // current Y position (line) of the piece
   Int_t       fX;         // current X position (column) of the piece

private:
   void    Initialize(UInt_t type, TPad *pad);
   UInt_t  GetRandomType() { return (UInt_t)(gRandom->Rndm()*9)+1; }  // random 1..10
   void    HideSomeBoxes(UInt_t type);

protected:
   void    SetXx(int index,int value)      { fBoxes[index]->SetX(value+fX); }
   void    SetYy(int index,int value)      { fBoxes[index]->SetY(fY+value); }
   void    SetXxYy(int index,int x,int y)  { fBoxes[index]->SetX(x+fX);  fBoxes[index]->SetY(fY+y); }

   Int_t   GetXx(int index)                { return fBoxes[index]->GetX()-fX; }
   Int_t   GetYy(int index)                { return fBoxes[index]->GetY()-fY; }
   void    GetXxYy(int index,int &x,int&y) { x = fBoxes[index]->GetX()-fX;
                                             y = fBoxes[index]->GetY()-fY; }
public:
   TetrisPiece(TPad *pad = (TPad*)TVirtualPad::Pad())  { Initialize(GetRandomType()%11, pad); }
   TetrisPiece(UInt_t type, TPad *pad=(TPad*)TVirtualPad::Pad())  { Initialize(type%11, pad); }
   virtual ~TetrisPiece();

   void    SetX(int index,int value)      { fBoxes[index]->SetX(value); }
   void    SetY(int index,int value)      { fBoxes[index]->SetY(value); }
   void    SetXY(int index,int x,int y)   { fBoxes[index]->SetX(x);  fBoxes[index]->SetY(y); }

   UInt_t  GetType()                      { return fType; }

   virtual void SetType(UInt_t type);
   virtual void SetRandomType()           { SetType(GetRandomType()); }

   Int_t   GetX(int index)                { return fBoxes[index]->GetX(); }
   Int_t   GetY(int index)                { return fBoxes[index]->GetY(); }
   void    GetXY(int index,int &x,int&y)  { x = fBoxes[index]->GetX();
                                            y = fBoxes[index]->GetY(); }
   Int_t   GetX()                         { return fX; }
   Int_t   GetY()                         { return fY; }
   TetrisBox *GetTetrisBox(Int_t i)       { return fBoxes[i]; }

   void    SetX(Int_t x);
   void    SetY(Int_t y);
   void    SetXY(Int_t x,Int_t y);

   virtual void Hide();
   virtual void Show();

   virtual Bool_t RotateLeft();
   virtual Bool_t RotateRight();
};


typedef TetrisBox* TetrisBoxPtr;

///////////////////////////////////////////////////////////////////
//  TetrisBoard - the game board
///////////////////////////////////////////////////////////////////
class TetrisBoard : public TPad {

friend class Tetris;

private:
   Int_t   fHeight;     // board height
   Int_t   fWidth;      // board width
   Bool_t  fIsDropped;  // kTRUE when piece stopped

   TetrisBoxPtr *fBoard;   //! 2d array of pointers to Tetrisboxes,
                           // if pointer is 0 - the cell is empty
   Int_t  fFilledLines;    // number of non empty lines in pad

   void   AllAboveLinesDown(Int_t line)    // assume that line is empty
            { for (int i = line; i < fFilledLines; i++) MoveOneLineDown(i); }

   void   MoveOneLineDown(Int_t line);
   void   RemoveFullLines();
   void   RemoveLine(int line);
   Bool_t IsLineFull(int line);
   Bool_t IsLineEmpty(int line);
   void   GluePiece(TetrisPiece *piece);

   void   Clear(Option_t *option = "") override;
   void   Hide();
   void   Show();
   void   Print(const char *option = "") const override;
   void   Print(const char *, Option_t *) override { }  // removes "hiding" warning
   Bool_t IsEmptyLine(int line);
   Bool_t IsFullLine(Int_t line);

   TetrisBoxPtr &Board(Int_t x, Int_t y)    { return  fBoard[fWidth*y + x]; }

public:
   TetrisBoard(Float_t xlow, Float_t ylow, Float_t xup, Float_t yup);
   ~TetrisBoard() override { }

   Int_t  GetHeight()                     { return fHeight; }
   Int_t  GetWidth()                      { return fWidth; }
   Bool_t IsEmpty(Int_t x, Int_t y)       { return !Board(x,y); }
   void   SetDropped(Bool_t flag=kTRUE)   { fIsDropped=flag; }

   void PaintModified() override;
   void   PieceDropped(TetrisPiece *piece, Int_t height);
   void   ExecuteEvent(Int_t, Int_t, Int_t) override  { return; }  // disable any actions on it
};


///////////////////////////////////////////////////////////////////
//  CurrentPiece =  TetrisPiece + TTimer = live TetrisPiece
///////////////////////////////////////////////////////////////////
class CurrentPiece : public TetrisPiece, public TTimer {

private:
   TetrisBoard  *fBoard;          // tetris board

protected:
   Bool_t  CanPosition();
   Bool_t  CanMoveTo(int xPosition, int line);
   void    MoveTo(int xPosition,int line);
   void    Erase();

public:
   CurrentPiece(UInt_t type, TetrisBoard* board);
   ~CurrentPiece() override { }

   Bool_t  MoveLeft(Int_t steps = 1);
   Bool_t  MoveRight(Int_t steps = 1);
   Bool_t  RotateLeft() override;
   Bool_t  RotateRight() override;
   Bool_t  DropDown();
   Bool_t  OneLineDown();
   Bool_t  Notify() override;
   void    SetSpeed();
   void    Paint(Option_t *option="") override;
   void    ExecuteEvent(Int_t, Int_t, Int_t) override  { return; }  // disable any actions on it
};



///////////////////////////////////////////////////////////////////
//  NextPiecePad
//  used to show next piece.
///////////////////////////////////////////////////////////////////
class NextPiecePad : public TPad {

private:
   TetrisPiece *fPiece;   // next piece

public:
   NextPiecePad(Float_t xlow, Float_t ylow, Float_t xup, Float_t yup);
   ~NextPiecePad() override { }

   void   NewPiece() { fPiece->SetRandomType(); fPiece->Show(); Modified(kTRUE); }
   void   Hide()     { fPiece->Hide(); Modified(kTRUE); }
   void   Show()     { fPiece->Show(); Modified(kTRUE); }

   TetrisPiece  *GetPiece() { return fPiece; }
   void ExecuteEvent(Int_t, Int_t, Int_t) override  { return; }  // disable any actions on it
};



///////////////////////////////////////////////////////////////////
//  QuitButton
//  ExecuteEvent mehtod is overloaded.
///////////////////////////////////////////////////////////////////
class QuitButton : public TButton {

public:
   QuitButton(Float_t xlow, Float_t ylow, Float_t xup, Float_t yup);
   ~QuitButton() override { }

   void ExecuteEvent(Int_t event, Int_t px, Int_t py) override;
};


///////////////////////////////////////////////////////////////////
//  PauseButton - push button
//  ExecuteEvent mehtod used to pause the game
///////////////////////////////////////////////////////////////////
class PauseButton : public TButton {

private:
   Bool_t fPressed;     // button press state

public:
   PauseButton(Float_t xlow, Float_t ylow, Float_t xup, Float_t yup);
   ~PauseButton() override { }

   void SetPressed(Bool_t state) {
      fPressed = state;
      state ? SetBorderMode(-1) : SetBorderMode(1);
      Modified(kTRUE);
      Update();
   }

   Bool_t   IsPressed()               { return fPressed; }
   void     ExecuteEvent(Int_t event, Int_t px, Int_t py) override;
};


///////////////////////////////////////////////////////////////////
//  NewGameButton
//  ExecuteEvent mehtod used to start new game
///////////////////////////////////////////////////////////////////
class NewGameButton : public TButton {

private:
   Bool_t   fPressed;   // button press state

public:
   NewGameButton(Float_t xlow, Float_t ylow, Float_t xup, Float_t yup);
   ~NewGameButton() override { }

   void SetPressed(Bool_t state) {
      fPressed = state;
      state ? SetBorderMode(-1) : SetBorderMode(1);
      Modified(kTRUE);
      Update();
   }

   Bool_t   IsPressed()               { return fPressed; }
   void ExecuteEvent(Int_t event, Int_t px, Int_t py) override;
};


///////////////////////////////////////////////////////////////////
//  InfoPad - used to display digital info
///////////////////////////////////////////////////////////////////
class InfoPad : public TPad, public TAttText {

protected:
   UInt_t   fValue;   // value  to be displayed

public:
   InfoPad(const char *title="",Float_t xlow=0, Float_t ylow=0, Float_t xup=0, Float_t yup=0);
   ~InfoPad() override { }

   UInt_t  GetValue()                  { return fValue; }
   void    SetValue(Int_t value)       { fValue = value; Modified(kTRUE); }
   void    Reset(Option_t * = "")      { SetValue(0); }
   virtual void AddValue(Int_t addValue=1) { fValue = fValue+addValue; Modified(kTRUE); }

   void PaintModified() override;
   void ExecuteEvent(Int_t, Int_t, Int_t) override  { return; }  // disable any actions on it
};



///////////////////////////////////////////////////////////////////
//  KeyHandler = virtual frame
//  used to catch and handle key events in Tetris canvas
///////////////////////////////////////////////////////////////////
class KeyHandler : public TGFrame {

public:
   KeyHandler();
   ~KeyHandler() override;

   Bool_t HandleKey(Event_t *event) override;    // handler of the key events
};


///////////////////////////////////////////////////////////////////
//  UpdateLevelTimer used to periodically update game level
///////////////////////////////////////////////////////////////////
class UpdateLevelTimer : public TTimer {

public:
   UpdateLevelTimer(ULong_t time);
   ~UpdateLevelTimer() override { }

   Bool_t Notify() override;
};


//////////////////////////////////////////////////////////////////
//  Tetris = Game manager
//////////////////////////////////////////////////////////////////
class Tetris : public TCanvas {

friend class KeyHandler;
friend class TetrisBoard;
friend class UpdateLevelTimer;

private:
   CurrentPiece     *fCurrentPiece;       // live tetris piece
   TetrisBoard      *fBoard;              // pad were everything is going on
   NextPiecePad     *fNextPiece;          // pad which show next piece
   InfoPad          *fLinesRemoved;       // number of removed lines
   InfoPad          *fLevel;              // game level
   InfoPad          *fScore;              // game score
   NewGameButton    *fNewGame;            // clicking on button initiates new game
   QuitButton       *fQuit;               // clicking on button makes game over
   PauseButton      *fPause;              // pause/continue button
   KeyHandler       *fKeyHandler;         // handler for arrow keys

   Int_t             fPiecesDropped;      // number of pieces dropped
   UpdateLevelTimer *fUpdateLevelTimer;   // periodically updates game level

protected:
   void   SetFixedSize();
   void   CreateNewPiece();
   void   UpdatePiecesDropped()             { fPiecesDropped++; }
   void   UpdateLinesRemoved()              { fLinesRemoved->AddValue(1); }
   void   UpdateScore(Int_t add_value)      { fScore->AddValue(add_value); }
   void   UpdateLevel()                     { if (GetLevel()<10) fLevel->AddValue(1); }
   void   PrintHelpInfo();

   virtual  void  MoveLeft();
   virtual  void  MoveRight();
   virtual  void  DropDown();
   virtual  void  RotateRight();
   virtual  void  RotateLeft();

public:
   Tetris();
   ~Tetris() override { delete fKeyHandler; }

   Int_t  GetLevel()           { return fLevel->GetValue(); }
   Int_t  GetLinesRemoved()    { return fLinesRemoved->GetValue(); }
   Int_t  GetPiecesDropped()   { return fPiecesDropped; }
   Int_t  GetScore()           { return fScore->GetValue(); }

   Bool_t IsGameOn()           { return fNewGame->IsPressed(); }
   Bool_t IsPaused()           { return fPause->IsPressed(); }
   Bool_t IsWaiting()          { return kFALSE; }

   void   SetLevel(int level);
   void   Quit();
   void   Pause();
   void   Continue();
   void   NewGame();
   void   StopGame();

   ClassDefOverride(Tetris,0)  // ROOT implementation of the Tetris game
};

#endif   // TETRIS_H
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