Initial commit
This commit is contained in:
551
Sudoku_-_DLL/Models/BoardModel.cs
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551
Sudoku_-_DLL/Models/BoardModel.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Windows;
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using System.Windows.Controls;
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using System.Windows.Data;
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using System.Windows.Documents;
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using System.Windows.Input;
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using System.Windows.Media;
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using System.Windows.Media.Imaging;
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using System.Windows.Navigation;
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using System.Windows.Shapes;
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using System.Windows.Controls.Primitives;
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namespace SudokuWeek4.Models
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{
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public partial class BoardModel
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{
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// Define an array to hold the bigCells
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private LargeCell[,] bigCells;
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// Define an array to hold the smallCells
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private LittleCell[,] smallCells;
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// Define the current X position
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private int currentX = 0;
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// Define the current Y position
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private int currentY = 0;
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// This property will get or set the cheatmode
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public static Boolean CheatMode { get; set; }
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// Define the gameFieldSize
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public static int GameFieldSize;
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// Define the gameFieldCount
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public static int GameFieldCount;
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// Define the GameField
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private UniformGrid _gameField = new UniformGrid();
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// Define the sodukuGame (if the DLL is enabled)
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private Sudoku.IGame _sudokuGame;
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// Create a dictionary that holds the cheatDicisions
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private readonly Dictionary<IntegerPoint, int> _cheatDictionary = new Dictionary<IntegerPoint, int>();
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// Define if the sudokuDLL is used
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private Boolean _sudokuDLL = true;
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// Define a gameFinished boolean
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private Boolean _gameFinished = false;
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private int _inputCount;
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public BoardModel()
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{
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// Just keep smiling ^_^
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}
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// This property will get the gameField
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public UniformGrid GameField
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{
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get { return _gameField; }
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}
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// This method will set the cheatmode
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public void Cheat(Boolean cheatMode = false)
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{
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CheatMode = cheatMode;
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RefreshAllCells();
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}
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// Refresh all the cells on the gameField
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public void RefreshAllCells()
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{
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for (int x = 0; x < GameFieldSize; x++)
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{
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for (int y = 0; y < GameFieldSize; y++)
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{
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smallCells[x, y].Refresh();
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}
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}
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}
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public void Reset(int gameFieldSize = 3)
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{
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// Clear the gameField
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GameField.Children.Clear();
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// Reset the inputCount
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_inputCount = 0;
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// Reset the game Finished Boolean
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_gameFinished = false;
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// Set the boardCount
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GameFieldCount = gameFieldSize;
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// Set the boardSize
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GameFieldSize = GameFieldCount * GameFieldCount;
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// Create all the gameField columns (depending on GameFieldSize)
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GameField.Columns = GameField.Rows = GameFieldCount;
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// Create all the big cells (2D array of gamefield size)
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bigCells = new LargeCell[GameFieldCount, GameFieldCount];
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// Create the gameField
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for (int i = 0; i < GameFieldSize; i++)
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{
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// Create a new border
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Border border = new Border();
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// Set the border thickness
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border.BorderThickness = new Thickness(1);
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// Set the borderBrush color
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border.BorderBrush = Brushes.Blue;
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// Add the border to the gameField
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GameField.Children.Add(border);
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// Create a bigCell
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LargeCell bigCell = new LargeCell();
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// Add the bigCell as a child to the created border
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border.Child = bigCell;
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// Set the bigcells relative to the gameField size
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bigCells[i % GameFieldCount, i / GameFieldCount] = bigCell;
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}
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// Load all the small cells
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LoadAllSmallCells();
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// Clear all the filled in values
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_cheatDictionary.Clear();
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}
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// Load all the smallCells
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private void LoadAllSmallCells()
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{
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// Check if the selected gameMode is for 3 x 3 (if not we need to disable the sudoku DLL)
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if (GameFieldCount != 3)
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{
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_sudokuDLL = false;
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MessageBox.Show("This gamemode cannot be played with the sudoku DLL. SudokuDLL unloaded");
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}
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// If the sudoDLL is used we need to create a game
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if (SudokuDLL)
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{
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try
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{
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_sudokuGame = new Sudoku.Game();
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_sudokuGame.create();
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Console.WriteLine("Sudoku DLL loaded successfully");
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}
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catch (Exception ex)
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{
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Console.WriteLine("Error while loading sudoku DLL: \n\n" + ex.Message + "\n\n");
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SudokuDLL = false;
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}
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}
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// Create the new smallCells
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smallCells = new LittleCell[GameFieldSize, GameFieldSize];
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// Reset the current X and Y position (Selected cell)
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currentX = 0;
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currentY = 0;
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for (int x = 0; x < GameFieldSize; x++)
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{
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for (int y = 0; y < GameFieldSize; y++)
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{
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smallCells[x, y] = bigCells[x / GameFieldCount, y / GameFieldCount][x % GameFieldCount, y % GameFieldCount];
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smallCells[x, y].X = x;
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smallCells[x, y].Y = y;
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}
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}
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// If the sudoku DLL is loaded we need to fill in the gameField
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if (SudokuDLL)
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{
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FillSudokuFields();
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}
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/* // Check array contents
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Console.WriteLine("Soduku DLL contents: \n\n -------------------------------\n\n");
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for (int x = 1; x <= GameFieldSize; x++)
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{
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for (int y = 1; y <= GameFieldSize; y++)
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{
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int sudokuValue;
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_sudokuGame.get(x, y, out sudokuValue);
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Console.Write(sudokuValue);
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if (sudokuValue == -1)
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{
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Console.WriteLine();
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}
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}
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} */
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smallCells[0, 0].Selected = true;
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}
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// This method will fill in all the sudokuFields
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private void FillSudokuFields()
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{
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for (int x = 0; x < GameFieldSize; x++)
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{
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for (int y = 0; y < GameFieldSize; y++)
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{
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try
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{
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int sudokuValue;
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_sudokuGame.get(x + 1, y + 1, out sudokuValue);
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// Check if the sudoku value is not an empty (0) value
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if (sudokuValue > 0)
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{
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// Set the specified value
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SetNumber(x, y, sudokuValue, false, true);
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_cheatDictionary[new IntegerPoint(x, y)] = sudokuValue;
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}
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}
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catch (Exception ex)
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{
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Console.WriteLine("Error while generating the sudoku field when using the Sudoku DLL: \n\n" + ex.Message + "\n\n");
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break;
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}
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}
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}
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}
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// This method will solve the sudoku puzzle (partially)
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public void solvePuzzle(int cellsOver = 0)
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{
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for (int i = _inputCount; i < smallCells.Length - cellsOver; i++)
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{
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ShowHint();
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System.Console.WriteLine(i);
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}
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}
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// This method will get the current clicked cell
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public void MouseClicked(object sender, MouseEventArgs click)
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{
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/* if (sender != null)
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{
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UniformGrid _grid = sender as UniformGrid;
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int _row = (int)_grid.GetValue(Grid.RowProperty);
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int _column = (int)_grid.GetValue(Grid.ColumnProperty);
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MessageBox.Show(string.Format("Grid clicked at column {0}, row {1}", _column, _row));
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} */
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}
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// This method will check what to do if a key is pressed
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public void KeyPressed(KeyEventArgs e)
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{
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// Check if the keys left, right, up or down are pressed
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if (e.Key == Key.Left || e.Key == Key.Right || e.Key == Key.Up || e.Key == Key.Down)
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{
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// Disable the current selected cell
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smallCells[currentX, currentY].Selected = false;
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// Check which key is pressed and do the appropriate action
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switch (e.Key)
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{
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case Key.Left:
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currentX = (currentX + GameFieldSize - 1) % GameFieldSize;
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break;
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case Key.Right:
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currentX = (currentX + 1) % GameFieldSize;
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break;
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case Key.Up:
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currentY = (currentY + GameFieldSize - 1) % GameFieldSize;
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break;
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case Key.Down:
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currentY = (currentY + 1) % GameFieldSize;
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break;
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}
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// Set the current (new) cell to be selected
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smallCells[currentX, currentY].Selected = true;
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}
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// Check if the numberkeys where pressed
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if ((e.Key >= Key.D1 && e.Key <= Key.D9) || (e.Key >= Key.NumPad1 && e.Key <= Key.NumPad9))
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{
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int number = 0;
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if (e.Key >= Key.D1 && e.Key <= Key.D9)
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{
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number = e.Key - Key.D0;
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}
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else
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{
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number = e.Key - Key.NumPad0;
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}
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IntegerPoint cellPoint = new IntegerPoint(currentX, currentY);
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// Check if the cheatmode contains the key to be pressed
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if (_cheatDictionary.ContainsKey(cellPoint))
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{
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// Remove the userinput at the specified location
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_cheatDictionary.Remove(cellPoint);
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}
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// Check if the cheatMode does not contains the pressed numberKey and if the current has a candidate that can be selected
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if (!_cheatDictionary.ContainsKey(cellPoint) && smallCells[currentX, currentY].CanSet(number))
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{
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if (SetNumber(currentX, currentY, number))
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{
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_cheatDictionary[cellPoint] = number;
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}
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}
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}
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if (e.Key == Key.Delete && !smallCells[currentX, currentY].ReadOnly)
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{
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// Add the option at the specified column
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foreach (IntegerPoint cellPoint in GetPointsInColumn(currentX))
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{
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smallCells[cellPoint.X, cellPoint.Y].AddOption(smallCells[currentX, currentY].Determined);
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}
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// Add the option at the specified row
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foreach (IntegerPoint cellPoint in GetPointsInRow(currentY))
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{
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smallCells[cellPoint.X, cellPoint.Y].AddOption(smallCells[currentX, currentY].Determined);
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}
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// Add the option at the specified BigCell
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foreach (IntegerPoint cellPoint in GetPointsInParentBigCell(currentX, currentY))
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{
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smallCells[cellPoint.X, cellPoint.Y].AddOption(smallCells[currentX, currentY].Determined);
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}
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smallCells[currentX, currentY].RemoveNumber(smallCells[currentX, currentY].Determined);
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}
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}
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// Set the specified number
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private Boolean SetNumber(int x, int y, int number, Boolean hint = false, Boolean readOnly = false)
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{
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if (!_gameFinished)
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{
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if (number < 1 || number > GameFieldSize || smallCells[x, y].ReadOnly)
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{
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Console.WriteLine("Cannot set the value: The value is less or greater than the GameField size. (Or the cell is readOnly)\nActual Value: " + number + "\n");
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return false;
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}
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// Remove the option at the specified column
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foreach (IntegerPoint cellPoint in GetPointsInColumn(x))
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{
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smallCells[cellPoint.X, cellPoint.Y].RemoveOption(number);
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}
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// Remove the option at the specified row
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foreach (IntegerPoint cellPoint in GetPointsInRow(y))
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{
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smallCells[cellPoint.X, cellPoint.Y].RemoveOption(number);
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}
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// Remove the option at the specified BigCell
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foreach (IntegerPoint cellPoint in GetPointsInParentBigCell(x, y))
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{
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smallCells[cellPoint.X, cellPoint.Y].RemoveOption(number);
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}
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// Set the userInput on the specified cell
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smallCells[x, y].MakeDecision(number, hint, readOnly);
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_inputCount++;
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if (_sudokuDLL)
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{
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int canAdapt;
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_sudokuGame.set(x + 1, y + 1, number, out canAdapt);
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}
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if (CheatMode)
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{
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// Check which numbers are still posible to set
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FindCheatNumbers(GetPointsInColumn(x));
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FindCheatNumbers(GetPointsInRow(y));
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FindCheatNumbers(GetPointsInParentBigCell(x, y));
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}
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// Check if we got a winner
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if (_inputCount == smallCells.Length)
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{
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if (CheckWinner())
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{
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_gameFinished = true;
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MessageBox.Show("Game finished!");
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return false;
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}
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}
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return true;
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}
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return false;
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}
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// Show a hint
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public void ShowHint()
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{
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if (_sudokuDLL)
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{
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int hintPossible, value, x, y;
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_sudokuGame.hint(out hintPossible, out x, out y, out value);
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if (hintPossible == 1)
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{
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// Todo: We need to decrease the inputCount if the hint overrides a value that was already set
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SetNumber(--x, --y , value, true);
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}
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}
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}
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// Save the game
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public void Save()
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{
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if (_sudokuDLL)
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{
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int write;
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_sudokuGame.write(out write);
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if (write == 1)
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{
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MessageBox.Show("File has been saved succesfully");
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RefreshAllCells();
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}
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}
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}
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// Load the game
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public void Load()
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{
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if (_sudokuDLL)
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{
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int read;
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_sudokuGame.read(out read);
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if (read == 1)
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{
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MessageBox.Show("File has been loaded succesfully");
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RefreshAllCells();
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}
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}
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}
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public Boolean CheckWinner()
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{
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int endGame;
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_sudokuGame.isValid(out endGame);
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return endGame == 1;
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}
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// Find the numbers that can be set (Cheat mode)
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private void FindCheatNumbers(List<IntegerPoint> optionPoints)
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{
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try
|
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{
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Dictionary<int, int> dictionaryCount = new Dictionary<int, int>();
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for (int i = 1; i <= GameFieldSize; i++)
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{
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dictionaryCount[i] = 0;
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}
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foreach (IntegerPoint optionPoint in optionPoints)
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{
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foreach (int option in smallCells[optionPoint.X, optionPoint.Y].Options)
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{
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dictionaryCount[option]++;
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}
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}
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foreach (int cell in (from keys in dictionaryCount.Keys where dictionaryCount[keys] == 1 select keys).ToArray())
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{
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foreach (IntegerPoint cellPoint in optionPoints)
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{
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if (smallCells[cellPoint.X, cellPoint.Y].CanSet(cell))
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smallCells[cellPoint.X, cellPoint.Y].SetPossible(cell);
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}
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}
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}
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catch (Exception ex)
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{
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Console.WriteLine(ex.Message);
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}
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}
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// Get the current points that where set in the bigCell
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private static List<IntegerPoint> GetPointsInParentBigCell(int x, int y)
|
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{
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int x0 = x - x % GameFieldCount;
|
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int y0 = y - y % GameFieldCount;
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List<IntegerPoint> cellPoints = new List<IntegerPoint>();
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for (int i = 0; i < GameFieldSize; i++)
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{
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cellPoints.Add(new IntegerPoint(x0 + i % GameFieldCount, y0 + i / GameFieldCount));
|
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}
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return cellPoints;
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}
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// Get the current points that where set in the current row
|
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private static List<IntegerPoint> GetPointsInRow(int y)
|
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{
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List<IntegerPoint> cellPoints = new List<IntegerPoint>();
|
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for (int i = 0; i < GameFieldSize; i++)
|
||||
{
|
||||
cellPoints.Add(new IntegerPoint(i, y));
|
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}
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return cellPoints;
|
||||
}
|
||||
|
||||
// Create a property to check if the sudokuDLL is used
|
||||
public Boolean SudokuDLL
|
||||
{
|
||||
get { return _sudokuDLL; }
|
||||
set
|
||||
{
|
||||
_sudokuDLL = value;
|
||||
Reset(GameFieldCount);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Get the current points that where set in the current column
|
||||
private static List<IntegerPoint> GetPointsInColumn(int x)
|
||||
{
|
||||
List<IntegerPoint> cellPoints = new List<IntegerPoint>();
|
||||
for (int i = 0; i < GameFieldSize; i++)
|
||||
{
|
||||
cellPoints.Add(new IntegerPoint(x, i));
|
||||
}
|
||||
return cellPoints;
|
||||
}
|
||||
}
|
||||
}
|
18
Sudoku_-_DLL/Models/Constants.cs
Normal file
18
Sudoku_-_DLL/Models/Constants.cs
Normal file
@@ -0,0 +1,18 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Windows.Media;
|
||||
|
||||
namespace SudokuWeek4.Models
|
||||
{
|
||||
public static class Constants
|
||||
{
|
||||
public static Color DefaultSmallCellFontColor = Colors.Green;
|
||||
public static Color DefaultSmallCellReadOnlyFontColor = Colors.Red;
|
||||
public static Color DefaultSmallCellHintFontColor = Colors.Orange;
|
||||
|
||||
public static Color CheatActivedFontColor = Colors.Blue;
|
||||
|
||||
}
|
||||
}
|
41
Sudoku_-_DLL/Models/Converters/BackgroundValueConverter.cs
Normal file
41
Sudoku_-_DLL/Models/Converters/BackgroundValueConverter.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Windows.Data;
|
||||
using System.Globalization;
|
||||
using System.Windows.Media;
|
||||
|
||||
namespace SudokuWeek4.Models.Converters
|
||||
{
|
||||
internal class BackgroundValueConverter : IValueConverter
|
||||
{
|
||||
private static readonly BackgroundValueConverter _instance = new BackgroundValueConverter();
|
||||
|
||||
public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
|
||||
{
|
||||
if (value is Boolean && targetType == typeof(Brush))
|
||||
{
|
||||
Boolean color = (Boolean)value;
|
||||
if (color)
|
||||
return Brushes.Red;
|
||||
else
|
||||
return Brushes.Transparent;
|
||||
}
|
||||
|
||||
// The type is not a brush
|
||||
return null;
|
||||
}
|
||||
|
||||
// Create a property to get the instance of the BackgroundValue
|
||||
public static BackgroundValueConverter Instance
|
||||
{
|
||||
get { return _instance; }
|
||||
}
|
||||
|
||||
public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
41
Sudoku_-_DLL/Models/Converters/BorderValueConverter.cs
Normal file
41
Sudoku_-_DLL/Models/Converters/BorderValueConverter.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Windows.Data;
|
||||
using System.Globalization;
|
||||
using System.Windows.Media;
|
||||
|
||||
namespace SudokuWeek4.Models.Converters
|
||||
{
|
||||
internal class BorderValueConverter : IValueConverter
|
||||
{
|
||||
private static readonly BorderValueConverter _instance = new BorderValueConverter();
|
||||
|
||||
public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
|
||||
{
|
||||
if (value is Boolean && targetType == typeof(Brush))
|
||||
{
|
||||
Boolean color = (Boolean)value;
|
||||
if (color)
|
||||
return Brushes.Orange;
|
||||
else
|
||||
return Brushes.Transparent;
|
||||
}
|
||||
|
||||
// The type is not a brush
|
||||
return null;
|
||||
}
|
||||
|
||||
// Create a property to get the instance of the BorderValue
|
||||
public static BorderValueConverter Instance
|
||||
{
|
||||
get { return _instance; }
|
||||
}
|
||||
|
||||
public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
35
Sudoku_-_DLL/Models/Converters/Number2BrushValueConverter.cs
Normal file
35
Sudoku_-_DLL/Models/Converters/Number2BrushValueConverter.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Windows.Data;
|
||||
using System.Globalization;
|
||||
using System.Windows.Media;
|
||||
|
||||
namespace SudokuWeek4.Models.Converters
|
||||
{
|
||||
internal class Number2BrushValueConverter : IValueConverter
|
||||
{
|
||||
private static readonly Number2BrushValueConverter _instance = new Number2BrushValueConverter();
|
||||
|
||||
public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
|
||||
{
|
||||
if (!(value is int) || targetType != typeof(Brush))
|
||||
throw new InvalidCastException();
|
||||
|
||||
int number = (int)value;
|
||||
return NumberBrushes.GetBrush(number, (Color)parameter);
|
||||
}
|
||||
|
||||
// Create a property to get the instance of the Number2BrushValue
|
||||
public static Number2BrushValueConverter Instance
|
||||
{
|
||||
get { return _instance; }
|
||||
}
|
||||
|
||||
public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
40
Sudoku_-_DLL/Models/Converters/OptionsValueConverter.cs
Normal file
40
Sudoku_-_DLL/Models/Converters/OptionsValueConverter.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Windows.Data;
|
||||
using System.Globalization;
|
||||
using System.Windows.Media;
|
||||
|
||||
namespace SudokuWeek4.Models.Converters
|
||||
{
|
||||
internal class OptionsValueConverter : IValueConverter
|
||||
{
|
||||
private static readonly OptionsValueConverter _instance = new OptionsValueConverter();
|
||||
|
||||
public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
|
||||
{
|
||||
if (!(value is HashSet<int>) || targetType != typeof(Brush) || !(parameter is int))
|
||||
throw new InvalidCastException();
|
||||
|
||||
HashSet<int> set = (HashSet<int>)value;
|
||||
int number = (int)parameter;
|
||||
|
||||
if (set.Contains(number) && BoardModel.CheatMode)
|
||||
return NumberBrushes.GetBrush(number, Constants.CheatActivedFontColor);
|
||||
else
|
||||
return Brushes.Transparent;
|
||||
}
|
||||
|
||||
// Create a property to get the instance of the OptionsValue
|
||||
public static OptionsValueConverter Instance
|
||||
{
|
||||
get { return _instance; }
|
||||
}
|
||||
|
||||
public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
41
Sudoku_-_DLL/Models/Converters/VisibilityValueConverter.cs
Normal file
41
Sudoku_-_DLL/Models/Converters/VisibilityValueConverter.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Windows.Data;
|
||||
using System.Globalization;
|
||||
using System.Windows;
|
||||
|
||||
namespace SudokuWeek4.Models.Converters
|
||||
{
|
||||
internal class VisibilityValueConverter : IValueConverter
|
||||
{
|
||||
private static readonly VisibilityValueConverter _instance = new VisibilityValueConverter();
|
||||
|
||||
public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
|
||||
{
|
||||
if (!(value is bool) || targetType != typeof(Visibility))
|
||||
throw new InvalidCastException();
|
||||
|
||||
bool visible = (bool)value;
|
||||
if (parameter != null)
|
||||
visible =! visible;
|
||||
|
||||
if (visible)
|
||||
return Visibility.Visible;
|
||||
else
|
||||
return Visibility.Hidden;
|
||||
}
|
||||
|
||||
// Create a property to get the instance of the OptionsValue
|
||||
public static VisibilityValueConverter Instance
|
||||
{
|
||||
get { return _instance; }
|
||||
}
|
||||
|
||||
public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
40
Sudoku_-_DLL/Models/IntegerPoint.cs
Normal file
40
Sudoku_-_DLL/Models/IntegerPoint.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace SudokuWeek4.Models
|
||||
{
|
||||
internal struct IntegerPoint
|
||||
{
|
||||
public int X;
|
||||
public int Y;
|
||||
|
||||
public IntegerPoint(int x, int y)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
}
|
||||
|
||||
// Check if the given objectPoint is an IntegerPoint
|
||||
public override bool Equals(object objectPoint)
|
||||
{
|
||||
if( objectPoint == null || objectPoint.GetType() != typeof(IntegerPoint) )
|
||||
return false;
|
||||
|
||||
return Equals((IntegerPoint)objectPoint);
|
||||
}
|
||||
|
||||
// Check if the X and Y are equal to eachother
|
||||
public bool Equals(IntegerPoint objectPoint)
|
||||
{
|
||||
return objectPoint.X == X && objectPoint.Y == Y;
|
||||
}
|
||||
|
||||
// We do not need this (just to have all the overrides)
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
6
Sudoku_-_DLL/Models/LargeCell.xaml
Normal file
6
Sudoku_-_DLL/Models/LargeCell.xaml
Normal file
@@ -0,0 +1,6 @@
|
||||
<UserControl x:Class="SudokuWeek4.Models.LargeCell"
|
||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
||||
Padding="1,1,0,0">
|
||||
<UniformGrid Name="bigCellGrid" />
|
||||
</UserControl>
|
70
Sudoku_-_DLL/Models/LargeCell.xaml.cs
Normal file
70
Sudoku_-_DLL/Models/LargeCell.xaml.cs
Normal file
@@ -0,0 +1,70 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Windows;
|
||||
using System.Windows.Controls;
|
||||
using System.Windows.Data;
|
||||
using System.Windows.Documents;
|
||||
using System.Windows.Input;
|
||||
using System.Windows.Media;
|
||||
using System.Windows.Media.Imaging;
|
||||
using System.Windows.Navigation;
|
||||
using System.Windows.Shapes;
|
||||
using SudokuWeek4.Models;
|
||||
|
||||
namespace SudokuWeek4.Models
|
||||
{
|
||||
public partial class LargeCell : UserControl
|
||||
{
|
||||
// This array will hold the smallCells
|
||||
private LittleCell[,] _littleCells;
|
||||
|
||||
// Create the contructor
|
||||
public LargeCell()
|
||||
{
|
||||
try
|
||||
{
|
||||
InitializeComponent();
|
||||
Initialize();
|
||||
}
|
||||
catch (Exception) {
|
||||
System.Console.WriteLine("Cannot create the largeCell Sudoku Error.");
|
||||
}
|
||||
}
|
||||
|
||||
// Intialize the game
|
||||
private void Initialize()
|
||||
{
|
||||
// Clear all the contents of the bigCellGrid
|
||||
bigCellGrid.Children.Clear();
|
||||
|
||||
// Set the rows and columns to the size of the gameField
|
||||
bigCellGrid.Columns = bigCellGrid.Rows = BoardModel.GameFieldCount;
|
||||
|
||||
// Create a new array with all the smallCells to the size of the gameField
|
||||
_littleCells = new LittleCell[BoardModel.GameFieldCount, BoardModel.GameFieldCount];
|
||||
|
||||
// Create all the smallCells that will come inside the bigCells
|
||||
for (int i = 0; i < BoardModel.GameFieldSize; i++)
|
||||
{
|
||||
Border border = new Border();
|
||||
border.BorderThickness = new Thickness (1);
|
||||
border.BorderBrush = Brushes.Green;
|
||||
border.Margin = new Thickness (-1, -1, 0, 0);
|
||||
bigCellGrid.Children.Add (border);
|
||||
|
||||
LittleCell smallCell = new LittleCell ();
|
||||
border.Child = smallCell;
|
||||
|
||||
_littleCells[i % BoardModel.GameFieldCount, i / BoardModel.GameFieldCount] = smallCell;
|
||||
}
|
||||
}
|
||||
|
||||
// This property returns the specified SmallCell
|
||||
public LittleCell this[int x, int y]
|
||||
{
|
||||
get { return _littleCells[x, y]; }
|
||||
}
|
||||
}
|
||||
}
|
11
Sudoku_-_DLL/Models/LittleCell.xaml
Normal file
11
Sudoku_-_DLL/Models/LittleCell.xaml
Normal file
@@ -0,0 +1,11 @@
|
||||
<UserControl x:Class="SudokuWeek4.Models.LittleCell"
|
||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
||||
xmlns:Sudoku="clr-namespace:SudokuWeek4">
|
||||
<Border Name="smallBorder" BorderThickness="4">
|
||||
<Grid>
|
||||
<Grid Name="inputGrid" />
|
||||
<UniformGrid Name="optionsGrid" />
|
||||
</Grid>
|
||||
</Border>
|
||||
</UserControl>
|
259
Sudoku_-_DLL/Models/LittleCell.xaml.cs
Normal file
259
Sudoku_-_DLL/Models/LittleCell.xaml.cs
Normal file
@@ -0,0 +1,259 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Globalization;
|
||||
using System.Windows;
|
||||
using System.Windows.Controls;
|
||||
using System.Windows.Data;
|
||||
using System.Windows.Media;
|
||||
using SudokuWeek4.Models.Converters;
|
||||
using SudokuWeek4.Models;
|
||||
|
||||
namespace SudokuWeek4.Models
|
||||
{
|
||||
public partial class LittleCell : UserControl, INotifyPropertyChanged
|
||||
{
|
||||
// Define a hashSet of the available options
|
||||
private readonly HashSet<int> _options = new HashSet<int>();
|
||||
|
||||
// Define a hashSet of the possible solutions
|
||||
private readonly HashSet<int> _solutions = new HashSet<int>();
|
||||
|
||||
// Define if the cell is selected
|
||||
private Boolean _selected;
|
||||
|
||||
// This will hold the X and Y position of the cell
|
||||
public int X, Y;
|
||||
|
||||
// Set the cell to be readOnly
|
||||
private Boolean _readOnly;
|
||||
|
||||
// Set the cell fontColor
|
||||
private Color _fontColor;
|
||||
|
||||
// Create a nullable int to check if the cell is already filled-in
|
||||
private int? _inputPlaced;
|
||||
|
||||
// Create the OnPropertyChanged Event
|
||||
public event PropertyChangedEventHandler PropertyChanged;
|
||||
|
||||
private void OnPropertyChanged(string name)
|
||||
{
|
||||
if (PropertyChanged != null)
|
||||
PropertyChanged(this, new PropertyChangedEventArgs(name));
|
||||
}
|
||||
|
||||
// Create the constructor
|
||||
public LittleCell()
|
||||
{
|
||||
InitializeComponent();
|
||||
|
||||
// Set the color to the default color
|
||||
FontColor = Colors.Green;
|
||||
|
||||
// Bind the currently selected cell
|
||||
Binding bind = new Binding("Selected");
|
||||
bind.Source = this;
|
||||
bind.Converter = BorderValueConverter.Instance;
|
||||
smallBorder.SetBinding(Border.BorderBrushProperty, bind);
|
||||
|
||||
// Bind the cell if there is a solution (possible)
|
||||
bind = new Binding("Solution");
|
||||
bind.Source = this;
|
||||
bind.Converter = BackgroundValueConverter.Instance;
|
||||
this.SetBinding(BackgroundProperty, bind);
|
||||
|
||||
// Set the columns and the rows of the Options to the size of the gameField
|
||||
optionsGrid.Columns = optionsGrid.Rows = BoardModel.GameFieldCount;
|
||||
for (int i = 1; i <= BoardModel.GameFieldSize; i++)
|
||||
{
|
||||
Grid child = new Grid();
|
||||
child.Margin = new Thickness(2);
|
||||
optionsGrid.Children.Add(child);
|
||||
|
||||
// Bind the available options to the cells (Cheat Mode)
|
||||
bind = new Binding("Options");
|
||||
bind.Source = this;
|
||||
bind.Converter = OptionsValueConverter.Instance;
|
||||
bind.ConverterParameter = i;
|
||||
child.SetBinding(BackgroundProperty, bind);
|
||||
}
|
||||
|
||||
// Bind if the grid was placed
|
||||
bind = new Binding("Determined");
|
||||
bind.Source = this;
|
||||
bind.ConverterParameter = Constants.DefaultSmallCellFontColor;
|
||||
bind.Converter = Number2BrushValueConverter.Instance;
|
||||
inputGrid.SetBinding(BackgroundProperty, bind);
|
||||
|
||||
// Bind if the inputGrid needs to be visible
|
||||
bind = new Binding("IsDetermined");
|
||||
bind.Source = this;
|
||||
bind.Converter = VisibilityValueConverter.Instance;
|
||||
inputGrid.SetBinding(VisibilityProperty, bind);
|
||||
|
||||
// Bind if the optionsGrid is determined
|
||||
bind = new Binding("IsDetermined");
|
||||
bind.Source = this;
|
||||
bind.Converter = VisibilityValueConverter.Instance;
|
||||
bind.ConverterParameter = 0;
|
||||
optionsGrid.SetBinding(VisibilityProperty, bind);
|
||||
|
||||
Clear();
|
||||
}
|
||||
|
||||
// This property will change the FontColor
|
||||
public Color FontColor
|
||||
{
|
||||
get { return _fontColor; }
|
||||
set { _fontColor = value; }
|
||||
}
|
||||
|
||||
// This function will clear the cell
|
||||
public void Clear()
|
||||
{
|
||||
// Clear all the available options
|
||||
_options.Clear();
|
||||
|
||||
// Add all the available options to the optionsGrid
|
||||
for (int i = 1; i <= BoardModel.GameFieldSize; i++)
|
||||
_options.Add(i);
|
||||
|
||||
_inputPlaced = null;
|
||||
_solutions.Clear();
|
||||
Refresh();
|
||||
}
|
||||
|
||||
// Refresh all the bindings
|
||||
public void Refresh()
|
||||
{
|
||||
OnPropertyChanged(null);
|
||||
}
|
||||
|
||||
// Create a property to get available Options (CheatMode)
|
||||
public HashSet<int> Options
|
||||
{
|
||||
get { return _options; }
|
||||
}
|
||||
|
||||
// Check if the cell can be set with a number
|
||||
public Boolean CanSet(int number)
|
||||
{
|
||||
if (BoardModel.CheatMode)
|
||||
return _options.Contains(number);
|
||||
else
|
||||
return true;
|
||||
}
|
||||
|
||||
// Remove the number from the specified cell
|
||||
public void RemoveNumber(int number)
|
||||
{
|
||||
_inputPlaced = null;
|
||||
Refresh();
|
||||
}
|
||||
|
||||
// Add the option from the specified cell
|
||||
public void AddOption(int number)
|
||||
{
|
||||
_options.Add(number);
|
||||
Refresh();
|
||||
}
|
||||
|
||||
// Remove the option from the specified cell
|
||||
public void RemoveOption(int number)
|
||||
{
|
||||
_options.Remove(number);
|
||||
Refresh();
|
||||
}
|
||||
|
||||
// Create a property to check if the cell has a number
|
||||
public bool IsDetermined
|
||||
{
|
||||
get { return _inputPlaced.HasValue; }
|
||||
}
|
||||
|
||||
// Create a property to get the current cellNumber
|
||||
public int Determined
|
||||
{
|
||||
get { return _inputPlaced.GetValueOrDefault(); }
|
||||
}
|
||||
|
||||
// This method will make a decision on a specified cell
|
||||
public void MakeDecision(int number, Boolean hint = false, Boolean readOnly = false)
|
||||
{
|
||||
if (!_readOnly)
|
||||
{
|
||||
_inputPlaced = number;
|
||||
_readOnly = readOnly;
|
||||
|
||||
if (readOnly || hint)
|
||||
{
|
||||
if (readOnly)
|
||||
{
|
||||
// Set the color of the font to the readOnly Font
|
||||
FontColor = Constants.DefaultSmallCellReadOnlyFontColor;
|
||||
}
|
||||
else if (hint)
|
||||
{
|
||||
// Set the color of the font to the hint Font
|
||||
FontColor = Constants.DefaultSmallCellHintFontColor;
|
||||
}
|
||||
|
||||
// Rebind the cell (with the new color)
|
||||
Binding bind = new Binding("Determined");
|
||||
bind.Source = this;
|
||||
bind.Converter = Number2BrushValueConverter.Instance;
|
||||
bind.ConverterParameter = FontColor;
|
||||
inputGrid.SetBinding(BackgroundProperty, bind);
|
||||
}
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
// Create a property to check if the cell is readOnly
|
||||
public Boolean ReadOnly
|
||||
{
|
||||
get { return _readOnly; }
|
||||
}
|
||||
|
||||
// Create a property to check if there is a solution
|
||||
public Boolean Solution
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!BoardModel.CheatMode)
|
||||
return false;
|
||||
|
||||
if (_inputPlaced.HasValue)
|
||||
return false;
|
||||
|
||||
if (_solutions.Count > 1)
|
||||
return true;
|
||||
|
||||
return _options.Count == 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Set the specified cell to a possible solution
|
||||
public void SetPossible(int cell)
|
||||
{
|
||||
_solutions.Add(cell);
|
||||
Refresh();
|
||||
}
|
||||
|
||||
// Create a property to check which cell is selected
|
||||
public Boolean Selected
|
||||
{
|
||||
get { return _selected; }
|
||||
set
|
||||
{
|
||||
if (value != _selected)
|
||||
{
|
||||
_selected = value;
|
||||
OnPropertyChanged("Selected");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
41
Sudoku_-_DLL/Models/NumberBrushes.cs
Normal file
41
Sudoku_-_DLL/Models/NumberBrushes.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using System.Windows;
|
||||
using System.Windows.Media;
|
||||
using SudokuWeek4.Models;
|
||||
|
||||
namespace SudokuWeek4
|
||||
{
|
||||
internal static class NumberBrushes
|
||||
{
|
||||
// Create a dictionary for the cached brushes (per cell)
|
||||
private static readonly Dictionary<string, DrawingBrush> cachedBrushes = new Dictionary<string, DrawingBrush>();
|
||||
|
||||
public static DrawingBrush GetBrush(int number, Color colorBrush)
|
||||
{
|
||||
// Check if the index is out of bounds
|
||||
if (number < 0 || number > BoardModel.GameFieldSize)
|
||||
throw new IndexOutOfRangeException();
|
||||
|
||||
// Get the cached brush (if exists)
|
||||
string key = number + colorBrush.ToString();
|
||||
DrawingBrush brush;
|
||||
|
||||
if (cachedBrushes.TryGetValue(key, out brush))
|
||||
return brush;
|
||||
|
||||
// Create a new brush (not in cache)
|
||||
FormattedText formtxt = new FormattedText(number.ToString(), CultureInfo.CurrentCulture, FlowDirection.LeftToRight, new Typeface("Times New Roman"), 100, Brushes.Black);
|
||||
Geometry textGeometry = formtxt.BuildGeometry(new Point(0, 0));
|
||||
brush = new DrawingBrush(new GeometryDrawing(new SolidColorBrush(colorBrush), null, textGeometry));
|
||||
brush.Stretch = Stretch.Uniform;
|
||||
|
||||
cachedBrushes[key] = brush;
|
||||
return brush;
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user