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#include "engine.hpp"
#include "input_actions.hpp"
#include "strings.hpp"
#include "util/function.hpp"
#include <cstdlib>
#include <fmt/core.h>
#include <utility>
CLIGameEngine::CLIGameEngine(IGameFactory game_factory, ISceneFactory scene_factory,
std::shared_ptr<IInputHandler> input_handler,
std::shared_ptr<ICursorController> cursor_controller,
std::shared_ptr<IWindow> window) noexcept
: _game_factory(game_factory),
_scene_factory(scene_factory),
_input_handler(std::move(input_handler)),
_cursor_controller(std::move(cursor_controller)),
_window(std::move(window))
{
}
void CLIGameEngine::start() noexcept
{
auto scene = _scene_factory(_cursor_controller, _window);
scene->enter();
_input_handler->enter_raw_mode();
const auto window_size = _window->size();
const auto center_position =
Vector2({.x = static_cast<Vector2::Value>(window_size.get_width()) / 2,
.y = static_cast<Vector2::Value>(window_size.get_height()) / 2});
_cursor_controller->move_to(center_position);
scene->write_status(fmt::format(STATUS_BAR_COORDINATES,
fmt::arg("x", center_position.get_x()),
fmt::arg("y", center_position.get_y())));
std::atexit(normalize_lambda(
[scene, this]()
{
scene->leave();
_input_handler->leave_raw_mode();
}));
const std::unordered_map<char, Callback> input_config = {
{'q', InputActions::exit_success},
{'k',
InputActions::move_cursor(Vector2::up(), _cursor_controller, scene, _window)},
{'j',
InputActions::move_cursor(Vector2::down(), _cursor_controller, scene, _window)},
{'h',
InputActions::move_cursor(Vector2::left(), _cursor_controller, scene, _window)},
{'l', InputActions::move_cursor(Vector2::right(), _cursor_controller, scene,
_window)}};
_configure_input(input_config);
_input_handler->listen();
auto game = _game_factory();
game->run();
}
void CLIGameEngine::_configure_input(
const std::unordered_map<char, Callback> &input_config)
{
for (const auto &config_pair : input_config)
{
_input_handler->attach(config_pair.first, config_pair.second);
}
}
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