Source/HexGrid.m

/*
 
File: HexGrid.m
 
Abstract: Hexagonal grid.
 
Version: 1.0
 
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*/
 
 
#import "HexGrid.h"
#import "Game.h"
 
 
/**  WARNING: THIS CODE REQUIRES GARBAGE COLLECTION!
 **  This sample application uses Objective-C 2.0 garbage collection.
 **  Therefore, the source code in this file does NOT perform manual object memory management.
 **  If you reuse any of this code in a process that isn't garbage collected, you will need to
 **  add all necessary retain/release/autorelease calls, and implement -dealloc methods,
 **  otherwise unpleasant leakage will occur!
 **/
 
 
@implementation HexGrid
 
 
- (id) initWithRows: (unsigned)nRows columns: (unsigned)nColumns
            spacing: (CGSize)spacing
           position: (CGPoint)pos
{
    // Ignore given spacing.height; set it to make the hexagons regular.
    CGFloat capHeight = spacing.height / 2 * tan(M_PI/6);
    CGFloat side = spacing.height / 2 / cos(M_PI/6);
    spacing.height = side + capHeight;
    
    self = [super initWithRows: nRows columns: nColumns
                       spacing: spacing
                      position: pos];
    if( self ) {
        _capHeight = capHeight;
        _side = side;
        self.bounds = CGRectMake(-1, -1, 
                                 (nColumns+0.5)*spacing.width + 2,
                                 nRows*spacing.height+capHeight + 2);
        _cellClass = [Hex class];
    }
    return self;
}
 
 
- (id) initWithRows: (unsigned)nRows columns: (unsigned)nColumns
              frame: (CGRect)frame;
{
    // Compute the horizontal spacing:
    CGFloat s = floor(MIN( (frame.size.width -2.0)/nColumns,
                         (frame.size.height-2.0)/(nRows+0.5*tan(M_PI/6)) / (0.5*(tan(M_PI/6)+1/cos(M_PI/6))) ));
    return [self initWithRows: nRows columns: nColumns
                      spacing: CGSizeMake(s,s)
                     position: frame.origin];
}
    
    
- (void) addCellsInHexagon
{
    int size = _nRows - !(_nRows & 1);      // make it odd
    for( int row=0; row<_nRows; row++ ) {
        int n;                              // # of hexes remaining in this row
        if( row < size )
            n = size - abs(row-size/2);
        else
            n = 0;
        int c0 = floor(((int)_nRows+1-n -(row&1))/2.0);       // col of 1st remaining hex
 
        for( int col=0; col<_nColumns; col++ )
            if( col>=c0 && col<c0+n )
                [self addCellAtRow: row column: col];
    }
}
 
 
- (GridCell*) createCellAtRow: (unsigned)row column: (unsigned)col 
               suggestedFrame: (CGRect)frame
{
    // Overridden to stagger the odd-numbered rows
    if( row & 1 )
        frame.origin.x += _spacing.width/2;
    frame.size.height += _capHeight;
    return [super createCellAtRow: row column: col suggestedFrame: frame];
}
 
 
// Returns a hexagonal CG path defining a cell's outline. Used by cells when drawing & hit-testing.
- (CGPathRef) cellPath
{
    if( ! _cellPath ) {
        CGFloat x1 = _spacing.width/2;
        CGFloat x2 = _spacing.width;
        CGFloat y1 = _capHeight;
        CGFloat y2 = y1 + _side;
        CGFloat y3 = y2 + _capHeight;
        CGPoint p[6] = { {0,y1}, {x1,0}, {x2,y1}, {x2,y2}, {x1,y3}, {0,y2} };
        
        CGMutablePathRef path = CGPathCreateMutable();
        CGPathAddLines(path, NULL, p, 6);
        CGPathCloseSubpath(path);
        _cellPath = path;
    }
    return _cellPath;
}
 
 
@end
 
 
 
 
 
#pragma mark -
 
@implementation Hex
 
 
- (void) drawInParentContext: (CGContextRef)ctx fill: (BOOL)fill
{
    CGContextSaveGState(ctx);
    CGPoint pos = self.position;
    CGContextTranslateCTM(ctx, pos.x, pos.y);
    CGContextBeginPath(ctx);
    CGContextAddPath(ctx, ((HexGrid*)_grid).cellPath);
    CGContextDrawPath(ctx, (fill ?kCGPathFill :kCGPathStroke));
    
    if( !fill && self.highlighted ) {
        // Highlight by drawing my outline in the highlight color:
        CGContextSetStrokeColorWithColor(ctx, self.borderColor);
        CGContextSetLineWidth(ctx,6);
        CGContextBeginPath(ctx);
        CGContextAddPath(ctx, ((HexGrid*)_grid).cellPath);
        CGContextDrawPath(ctx, kCGPathStroke);
    }
    CGContextRestoreGState(ctx);
}
 
 
- (BOOL)containsPoint:(CGPoint)p
{
    return [super containsPoint: p]
        && CGPathContainsPoint( ((HexGrid*)_grid).cellPath, NULL, p, NO );
}
 
 
- (void) setHighlighted: (BOOL)highlighted
{
    if( highlighted != self.highlighted ) {
        [super setHighlighted: highlighted];
        [_grid setNeedsDisplay];        // So I'll be asked to redraw myself
    }
}
 
 
#pragma mark -
#pragma mark NEIGHBORS:
 
 
- (NSArray*) neighbors
{
    NSMutableArray *neighbors = [NSMutableArray arrayWithCapacity: 6];
    Hex* n[6] = {self.nw, self.ne, self.w, self.e, self.sw, self.se};
    for( int i=0; i<6; i++ )
        if( n[i] )
            [neighbors addObject: n[i]];
    return neighbors;
}
 
- (Hex*) nw     {return (Hex*)[_grid cellAtRow: _row+1 column: _column - ((_row+1)&1)];}
- (Hex*) ne     {return (Hex*)[_grid cellAtRow: _row+1 column: _column + (_row&1)];}
- (Hex*) e      {return (Hex*)[_grid cellAtRow: _row   column: _column + 1];}
- (Hex*) se     {return (Hex*)[_grid cellAtRow: _row-1 column: _column + (_row&1)];}
- (Hex*) sw     {return (Hex*)[_grid cellAtRow: _row-1 column: _column - ((_row-1)&1)];}
- (Hex*) w      {return (Hex*)[_grid cellAtRow: _row   column: _column - 1];}
 
// Directions relative to the current player:
- (Hex*) fl     {return self.fwdIsN ?self.nw :self.se;}
- (Hex*) fr     {return self.fwdIsN ?self.ne :self.sw;}
- (Hex*) r      {return self.fwdIsN ?self.e  :self.w;}
- (Hex*) br     {return self.fwdIsN ?self.se :self.nw;}
- (Hex*) bl     {return self.fwdIsN ?self.sw :self.ne;}
- (Hex*) l      {return self.fwdIsN ?self.w  :self.e;}
 
 
@end