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#include "game.hpp"
#include "commands/insert_cell.hpp"
#include "commands/move_cursor.hpp"
#include "commands/quit.hpp"
#include "commands/toggle_pause.hpp"
#include <fmt/core.h>
#include <iostream>
#include <utility>
Game::Game(
std::shared_ptr<IWindow> window,
std::shared_ptr<IScene> scene,
std::shared_ptr<ICursorController> cursor_controller,
std::shared_ptr<IStatusLine> statusline,
std::shared_ptr<IGenerationTracker> generation_tracker,
std::shared_ptr<IStatusManager> status_manager,
IStatusLineSubscriberAdapterFactory<Vector2>
vector2_statusline_subscriber_adapter_factory
) noexcept
: _window(std::move(window)),
_scene(std::move(scene)),
_cursor_controller(std::move(cursor_controller)),
_statusline(std::move(statusline)),
_generation_tracker(std::move(generation_tracker)),
_status_manager(std::move(status_manager)),
_vector2_statusline_subscriber_adapter_factory(
vector2_statusline_subscriber_adapter_factory
)
{
}
void Game::on_start() noexcept
{
_statusline->initialize_background();
_status_manager->set_section_title(StatusLineSection::A, "");
_status_manager->set_section_title(StatusLineSection::B, "X: ");
_status_manager->set_section_title(StatusLineSection::C, "Y: ");
_status_manager->set_section_title(StatusLineSection::D, "Paused: ");
_status_manager->set_section_title(StatusLineSection::E, "Generation: ");
std::shared_ptr<ISubscriber<Vector2>> vector2_statusline_subscriber_adapter =
_vector2_statusline_subscriber_adapter_factory(
_status_manager,
{ StatusLineSection::B, StatusLineSection::C }
);
_cursor_controller->subscribe(
CursorEvent::POSITION_CHANGE,
vector2_statusline_subscriber_adapter
);
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);
_status_manager->set_section_body(
StatusLineSection::B,
fmt::format("{}", center_position.get_x())
);
_status_manager->set_section_body(
StatusLineSection::C,
fmt::format("{}", center_position.get_y())
);
_status_manager->set_section_body(
StatusLineSection::D,
_generation_tracker->get_is_paused() ? "yes" : "no"
);
_status_manager->set_section_body(StatusLineSection::E, "0");
}
void Game::on_update() noexcept {}
void Game::on_exit() const noexcept
{
for (auto row : *_scene->get_matrix())
{
for (auto &col : row)
{
fmt::print("{}", col);
}
fmt::print("\n");
}
std::cout.flush();
}
auto Game::get_input_config() const noexcept
-> std::unordered_map<char, std::shared_ptr<ICommand>>
{
return {
{ 'q', std::make_shared<QuitCommand>() },
{ 'i', std::make_shared<InsertCellCommand>(_cursor_controller, _scene) },
{ 'p',
std::make_shared<TogglePauseCommand>(_generation_tracker, _status_manager) },
{ 'k',
std::make_shared<MoveCursorCommand>(
Vector2::up(),
_cursor_controller,
_window
) },
{ 'j',
std::make_shared<MoveCursorCommand>(
Vector2::down(),
_cursor_controller,
_window
) },
{ 'h',
std::make_shared<MoveCursorCommand>(
Vector2::left(),
_cursor_controller,
_window
) },
{ 'l',
std::make_shared<MoveCursorCommand>(
Vector2::right(),
_cursor_controller,
_window
) }
};
}
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