Scaffold the pure game model
- Added a pure, SDL-free Board model implementing grid access and clearFullLines(). - Added a small standalone test at test_board.cpp (simple assert-based; not yet wired into CMake).
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59
src/logic/Board.cpp
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59
src/logic/Board.cpp
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#include "Board.h"
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#include <algorithm>
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namespace logic {
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Board::Board()
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: grid_(Width * Height, Cell::Empty)
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{
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}
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void Board::clear()
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{
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std::fill(grid_.begin(), grid_.end(), Cell::Empty);
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}
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bool Board::inBounds(int x, int y) const
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{
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return x >= 0 && x < Width && y >= 0 && y < Height;
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}
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Board::Cell Board::at(int x, int y) const
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{
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if (!inBounds(x, y)) return Cell::Empty;
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return grid_[y * Width + x];
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}
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void Board::set(int x, int y, Cell c)
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{
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if (!inBounds(x, y)) return;
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grid_[y * Width + x] = c;
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}
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int Board::clearFullLines()
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{
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int cleared = 0;
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// scan from bottom to top
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for (int y = Height - 1; y >= 0; --y) {
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bool full = true;
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for (int x = 0; x < Width; ++x) {
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if (at(x, y) == Cell::Empty) { full = false; break; }
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}
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if (full) {
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// remove row y: move all rows above down by one
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for (int yy = y; yy > 0; --yy) {
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for (int x = 0; x < Width; ++x) {
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grid_[yy * Width + x] = grid_[(yy - 1) * Width + x];
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}
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}
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// clear top row
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for (int x = 0; x < Width; ++x) grid_[x] = Cell::Empty;
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++cleared;
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// stay on same y to re-check the row that fell into place
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++y; // because next iteration decrements y
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}
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}
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return cleared;
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}
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} // namespace logic
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32
src/logic/Board.h
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32
src/logic/Board.h
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#pragma once
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#include <vector>
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#include <cstdint>
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namespace logic {
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class Board {
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public:
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static constexpr int Width = 10;
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static constexpr int Height = 20;
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enum class Cell : uint8_t { Empty = 0, Filled = 1 };
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Board();
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void clear();
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Cell at(int x, int y) const;
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void set(int x, int y, Cell c);
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bool inBounds(int x, int y) const;
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// Remove and return number of full lines cleared. Rows above fall down.
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int clearFullLines();
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const std::vector<Cell>& data() const { return grid_; }
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private:
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std::vector<Cell> grid_; // row-major: y*Width + x
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};
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} // namespace logic
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