Back to project page DroidSweeper.
The source code is released under:
MIT License
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package de.nisble.droidsweeper.game.jni; /*from w w w . ja va 2 s .c om*/ import java.util.ArrayList; import java.util.List; import de.nisble.droidsweeper.config.GameConfig; import de.nisble.droidsweeper.game.Position; /** Abstraction of the native library libmsm that implements the game logic. * <ul> * <li>Singleton: Use the public INSTANCE member.</li> * </ul> * @author Moritz Nisbl moritz.nisble@gmx.de */ public final class MineSweeperMatrix { private static final String CLASSNAME = MineSweeperMatrix.class.getSimpleName(); /** Get the one and only instance of this class. */ public static final MineSweeperMatrix INSTANCE = new MineSweeperMatrix(); private List<MatrixObserver> observer = new ArrayList<MatrixObserver>(); private MineSweeperMatrix() { System.loadLibrary("msm"); init(); } // TODO: Find another solution! @Override protected void finalize() throws Throwable { free(); super.finalize(); } /* Native methods. */ private native void init(); private native void free(); private native void nativeSetFieldListener(Object obj, int x, int y) throws Exception; private native void nativeCreate(int size_x, int size_y, int bombs); private native int nativeGameStatus(); private native int nativeRemainingBombs(); private native int nativeReveal(int x, int y) throws IndexOutOfBoundsException; private native void nativeCycleMark(int x, int y) throws IndexOutOfBoundsException; // Called from native code after game status has changed private void onGameStatusChanged(GameStatus gs) { for (MatrixObserver l : observer) { l.onGameStatusChanged(gs); } } // Called from native code when remaining bomb count has changed private void onRemainingBombsChanged(int remainingBombs) { for (MatrixObserver l : observer) { l.onRemainingBombsChanged(remainingBombs); } } // Called from native code after a field was altered private void afterFieldStatusChanged(int x, int y, int adjacentBombs, FieldStatus fs) { for (MatrixObserver l : observer) { l.afterFieldStatusChanged(new Position(x, y), fs, adjacentBombs); } } /* Public interface */ /** Set the field callback for to a given widget. * @param l A field implementing the FieldListener interface. */ public void setFieldListener(FieldListener l) throws Exception { nativeSetFieldListener((Object) l, l.getPosition().X, l.getPosition().Y); } /** Add a matrix observer. * @param l A matrix observer. */ public void addMatrixObserver(MatrixObserver l) { if (!observer.contains(l)) observer.add(l); } /** Remove a matrix observer. * @param l The observer to remove. */ public void removeObserver(MatrixObserver l) { observer.remove(l); } /** Create a new game with the given config. * @param prefs */ public void create(GameConfig c) { nativeCreate(c.X, c.Y, c.BOMBS); } /** Get the current game status. * @return The current GameStatus. */ public GameStatus gameStatus() { return GameStatus.fromInt(nativeGameStatus()); } /** Is libmsm initialized and ready for a new game. * @return true on ready. */ public boolean isReady() { return GameStatus.READY == GameStatus.fromInt(nativeGameStatus()); } /** Is currently a game running? * @return true on running game. */ public boolean isRunning() { return GameStatus.RUNNING == GameStatus.fromInt(nativeGameStatus()); } /** Game lost? * @return true on lost. */ public boolean isLost() { return GameStatus.LOST == GameStatus.fromInt(nativeGameStatus()); } /** Game won? * @return true on won. */ public boolean isWon() { return GameStatus.WON == GameStatus.fromInt(nativeGameStatus()); } /** Get the count of the remaining bombs on the grid. * This number can also be negative when the player has marked more field * than bombs are present. * @return The count of remaining bombs. */ public int remainingBombs() { return nativeRemainingBombs(); } /** Reveal a field. * @param p The position. * @return The count of the adjacent bombs. * @throws NullPointerException on coordinates of the position out of the * bound of the configured game matrix. */ public int reveal(Position p) throws IndexOutOfBoundsException { return nativeReveal(p.X, p.Y); } /** Cycle through the sequence of marks of a field. * Marked (not revealable), Queried (revealable), Hidden (revealable) * @param p The position. * @throws NullPointerException on coordinates of the position out of the * bound of the configured game matrix. */ public void cycleMark(Position p) throws IndexOutOfBoundsException { nativeCycleMark(p.X, p.Y); } }