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

#include "strings.hpp"
#include "util/function.hpp"

#include <fmt/core.h>
#include <iostream>
#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(
		[this, scene]()
		{
			scene->leave();
			_input_handler->leave_raw_mode();

			for (auto row : *scene->get_matrix())
			{
				for (auto &col : row)
				{
					fmt::print("{}", col);
				}

				fmt::print("\n");
			}

			std::cout.flush();
		}));

	auto game = _game_factory();

	_configure_input(game->get_input_config(_window, scene, _cursor_controller));

	_input_handler->listen();

	game->run();
}

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->attach(key, command);
	}
}