TouchGFX
GameBoard::TileState::TILE_EMPTY
is only used within TouchGFX.
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STM32 Libraries and Samples
TouchGFX
GameBoard::TileState::TILE_EMPTY
GameBoard::TileState::TILE_EMPTY
Syntax
from
GameBoard.hpp:70
TILE_EMPTY
=
0
;
References
Location
Referrer
Scope
Text
GameBoard.hpp:70
TILE_EMPTY
=
0
,
GameBoard.cpp:133
GameBoard::updateTile()
GameBoard
tile
->
image
.
setVisible
(
tile
->
state
!=
TILE_EMPTY
)
;
GameBoard.cpp:147
GameBoard::initiateNewGame()
GameBoard
tiles
[
i
]
[
j
]
->
state
=
TILE_EMPTY
;
GameBoard.cpp:169
GameBoard::hasEmptyTile()
GameBoard
if
(
tiles
[
i
]
[
j
]
->
state
==
TILE_EMPTY
)
GameBoard.cpp:186
GameBoard::getRandomEmptyTile()
GameBoard
if
(
tiles
[
i
]
[
j
]
->
state
==
TILE_EMPTY
)
GameBoard.cpp:205
GameBoard::getRandomEmptyTile()
GameBoard
if
(
tiles
[
i
]
[
j
]
->
state
==
TILE_EMPTY
)
GameBoard.cpp:225
GameBoard::moveTileTo()
GameBoard
tiles
[
fromY
]
[
fromX
]
->
state
=
TILE_EMPTY
;
GameBoard.cpp:349
GameBoard::getBitmapForTileState()
GameBoard
case
GameBoard
::
TILE_EMPTY
:
GameBoard.cpp:386
GameBoard::promoteTile()
GameBoard
case
GameBoard
::
TILE_EMPTY
:
GameBoard.cpp:489
GameBoard::moveTilesRight()
GameBoard
if
(
tiles
[
i
]
[
j
]
->
state
!=
TILE_EMPTY
)
GameBoard.cpp:501
GameBoard::moveTilesRight()
GameBoard
else
if
(
tiles
[
i
]
[
j2
]
->
state
!=
TILE_EMPTY
&&
tiles
[
i
]
[
j2
]
->
state
!=
tiles
[
i
]
[
j
]
->
state
)
GameBoard.cpp:509
GameBoard::moveTilesRight()
GameBoard
else
if
(
tiles
[
i
]
[
j2
]
->
state
==
TILE_EMPTY
&&
j2
==
lastActiveTile
)
Data Use
Functions using
GameBoard::TileState::TILE_EMPTY
GameBoard::TileState::TILE_EMPTY
GameBoard::updateTile()
GameBoard::initiateNewGame()
GameBoard::hasEmptyTile()
GameBoard::getRandomEmptyTile()
GameBoard::moveTileTo()
GameBoard::getBitmapForTileState()
GameBoard::promoteTile()
GameBoard::moveTilesRight()
all items filtered out