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sort.h
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sort.h
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#ifndef sorts
#define sorts
#include<SFML/Graphics.hpp>
#include<SFML/Window.hpp>
#include<unistd.h> // for usleep(miliseconds);
#include<unistd.h>
using namespace sf;
namespace sorts{
typedef std::vector<Rectangle> rectVec;
void drawRects(const rectVec &rects, sf::RenderWindow &window){
window.clear(sf::Color::Black);
for(unsigned int i=0; i<rects.size(); i++)
window.draw(rects[i]);
window.display();
}
void swapRect(rectVec &rects, int a, int b){
Rectangle temp = rects[a];
rects[a] = rects[b];
rects[b] = temp;
float temppos = rects[a].getPos();
rects[a].setPos(rects[b].getPos());
rects[b].setPos(temppos);
}
void update(sf::RenderWindow &window, rectVec &rects){
sf::Event event;
while (window.pollEvent(event)) // Polls the window to see if
{ // closed.
if(event.type == sf::Event::Closed)
window.close();
if(event.type == sf::Event::Resized){
float tempX = (float)windowWidth;
float tempY = (float)windowHeight;
constants::windowWidth = window.getSize().x;
constants::windowHeight = window.getSize().y;
for(unsigned int i=0;i<numBars;i++)
rects[i].setScale(windowWidth/tempX,windowHeight/tempY);
}
}
// Pause/unpause if space pressed
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Space)){
usleep(100000);
while(!sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Space))
usleep(10000);
usleep(100000);
}
// Check if escape pressed (exits)
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Escape))
window.close();
}
bool bubbleSort(rectVec &rects, sf::RenderWindow &window, bool &sorting){
sf::SoundBuffer soundBuffer;
if(!soundBuffer.loadFromFile("c-tone.wav"))
return false;
sf::Sound sound;
sound.setBuffer(soundBuffer);
while(sorting){
sorting = false;
for(unsigned int i=0; i<rects.size()-1; i++){
if(rects[i] > rects[i+1]){
update(window,rects);
swapRect(rects,i,i+1);
drawRects(rects,window);
sound.setPitch(rects[i].getSize().y / windowHeight * 2);
sound.play();
sorting = true;
}
}
}
return sorting;
}
}
#endif