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#include "engine.hpp"
#include "util/function.hpp"
#include <thread>
#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(std::move(game_factory)),
_scene_factory(std::move(scene_factory)),
_input_handler(std::move(input_handler)),
_cursor_controller(std::move(cursor_controller)),
_window(std::move(window))
{
}
void CLIGameEngine::start() noexcept
{
std::shared_ptr<IScene> scene = _scene_factory(_cursor_controller, _window);
scene->enter();
_input_handler->enter_raw_mode();
auto game = _game_factory(_window, scene, _cursor_controller);
game->on_start();
std::atexit(normalize_lambda(
[this, scene, &game]()
{
scene->leave();
_input_handler->leave_raw_mode();
game->on_exit();
}));
_configure_input(game->get_input_config());
std::thread listen_input_thread(normalize_lambda(
[this]()
{
_input_handler->listen();
}));
while (true)
{
game->on_update();
}
}
void CLIGameEngine::_configure_input(
const std::unordered_map<char, std::shared_ptr<ICommand>> &input_config) noexcept
{
for (const auto &config_pair : input_config)
{
auto key = config_pair.first;
auto command = config_pair.second;
_input_handler->subscribe(key, command);
}
}
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