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path: root/src/game/game.cpp
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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<IScene> scene,
	std::shared_ptr<ICursorController> cursor_controller,
	std::shared_ptr<IGenerationTracker> generation_tracker,
	std::shared_ptr<IStatusManager> status_manager,
	IStatusLineSubscriberAdapterFactory<Vector2>
		vector2_statusline_subscriber_adapter_factory) noexcept
	: _scene(std::move(scene)),
	  _cursor_controller(std::move(cursor_controller)),
	  _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
{
	_status_manager->initialize();

	_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 scene_size = _scene->size();

	const auto center_position = Vector2(
		{.x = static_cast<Vector2::Value>(scene_size.get_width()) / 2,
		 .y = static_cast<Vector2::Value>(scene_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, _scene)},
		{'j',
		 std::make_shared<MoveCursorCommand>(
			 Vector2::down(),
			 _cursor_controller,
			 _scene)},
		{'h',
		 std::make_shared<MoveCursorCommand>(
			 Vector2::left(),
			 _cursor_controller,
			 _scene)},
		{'l',
		 std::make_shared<MoveCursorCommand>(
			 Vector2::right(),
			 _cursor_controller,
			 _scene)}};
}