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path: root/src/engine/engine.cpp
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#include "engine.hpp"

#include "input_actions.hpp"

#include "util/function.hpp"

#include <cstdlib>
#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();

	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);

	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, _window)},
		{'j', InputActions::move_cursor(Vector2::down(), _cursor_controller, _window)},
		{'h', InputActions::move_cursor(Vector2::left(), _cursor_controller, _window)},
		{'l', InputActions::move_cursor(Vector2::right(), _cursor_controller, _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);
	}
}