1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
|
#include "engine.hpp"
#include "util/function.hpp"
#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(std::move(input_handler))),
_cursor_controller(std::move(std::move(cursor_controller))),
_window(std::move(std::move(window)))
{
}
void CLIGameEngine::start() noexcept
{
auto 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());
_input_handler->listen();
}
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);
}
}
|