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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)}};
}
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