* Fixed scaling of king pieces when the board's state is set.
* Added IBOutlets for tilting the BoardView.
1 /* This code is based on Apple's "GeekGameBoard" sample code, version 1.0.
2 http://developer.apple.com/samplecode/GeekGameBoard/
3 Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved.
5 Redistribution and use in source and binary forms, with or without modification, are permitted
6 provided that the following conditions are met:
8 * Redistributions of source code must retain the above copyright notice, this list of conditions
9 and the following disclaimer.
10 * Redistributions in binary form must reproduce the above copyright notice, this list of
11 conditions and the following disclaimer in the documentation and/or other materials provided
12 with the distribution.
14 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
15 IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
16 FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI-
17 BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
18 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
19 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
20 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
21 THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 The hexes are oriented with points facing up and down.
28 The coords are still rectangular, since the hexes line up in straight horizontal rows,
29 but every odd-numbered row of hexes is offset slightly to the right. */
30 @interface HexGrid : Grid
32 CGFloat _side, _capHeight;
36 /** Similar to -addAllCells, but only adds enough cells to create a hexagonal board. */
37 - (void) addCellsInHexagon;
42 @interface Hex : GridCell
44 @property (readonly) Hex *nw, *ne, *e, *se, *sw, *w; // Absolute directions (n = increasing row#)
45 @property (readonly) Hex *fl, *fr, *r, *br, *bl, *l; // Relative to player (upside-down for player 2)