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AppController.cpp
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AppController.cpp
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#include "SDL.h"
#include "SDL_ttf.h"
#include "AppController.h"
#include "Singer.h"
AppController::AppController()
{
SDL_Init(SDL_INIT_TIMER|SDL_INIT_VIDEO|SDL_INIT_EVENTS);
m_window = SDL_CreateWindow(
WINDOW_TITLE,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
WINDOW_WIDTH_PX,
WINDOW_HEIGHT_PX,
SDL_WINDOW_HIDDEN
);
TTF_Init();
m_renderer = SDL_CreateRenderer(
m_window,
-1, /* use the first one supporting the requested flags */
SDL_RENDERER_ACCELERATED
);
SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_BLEND);
m_painter = new Painter(m_renderer);
m_screen = new Screen(m_renderer, m_painter, &m_singer);
SDL_ShowWindow(m_window);
m_menuScreen = new MenuScreen(m_renderer, m_painter, &m_singer);
m_menuScreen->draw();
m_state = STATE_INCEPTION;
m_tickInterval = m_screen->getTimerInterval();
m_lastAnimationTick = 0;
m_lastTick = 0;
m_lastDemoWaitingTick = 0;
m_lastDemoTick = 0;
m_quit = false;
m_score = 0;
}
AppController::~AppController()
{
delete m_menuScreen;
delete m_screen;
delete m_painter;
SDL_DestroyRenderer(m_renderer);
TTF_Quit();
SDL_DestroyWindow(m_window);
SDL_Quit();
}
/**
* Main loop
*/
int
AppController::start()
{
SDL_Event e;
while (!m_quit) {
int rv = SDL_WaitEventTimeout(&e, ANIMATION_INTERVAL);
Uint32 ticks = SDL_GetTicks();
if (
m_state == STATE_INCEPTION
|| m_state == STATE_PAUSE
) {
if (SDL_TICKS_PASSED(ticks, m_lastAnimationTick + ANIMATION_INTERVAL)) {
m_lastAnimationTick = ticks;
m_menuScreen->animate();
}
if (
m_state == STATE_INCEPTION
&& SDL_TICKS_PASSED(ticks, m_lastDemoWaitingTick + DEMO_INTERVAL)
) {
m_singer.setMute(true);
m_state = STATE_DEMO;
m_screen->resetGame();
m_screen->draw();
}
}
if (
(m_state == STATE_GAME || m_state == STATE_DEMO)
&& SDL_TICKS_PASSED(ticks, m_lastTick + m_tickInterval)
) {
m_lastTick = ticks;
onTimer();
}
if (
m_state == STATE_DEMO
&& SDL_TICKS_PASSED(ticks, m_lastDemoTick + m_tickInterval/2)
) {
m_lastDemoTick = ticks;
m_screen->moveWisely();
}
if (rv) {
handleEvent(e);
}
}
return 0;
}
void
AppController::handleEvent(SDL_Event& e)
{
switch (e.type) {
case SDL_KEYDOWN:
// reset demo waiting time on any key press
m_lastDemoWaitingTick = SDL_GetTicks();
if (m_state == STATE_DEMO) {
m_singer.setMute(false);
m_state = STATE_INCEPTION;
m_menuScreen->draw();
} else if (m_state == STATE_GAME) {
onKeyPressGame(e.key);
} else {
onKeyPressMenu(e.key);
}
break;
case SDL_KEYUP:
break;
case SDL_QUIT:
if (m_state == STATE_GAME) {
pause();
} else {
m_quit = true;
}
break;
}
}
void
AppController::onKeyPressMenu(SDL_KeyboardEvent& keyEvent)
{
switch (keyEvent.keysym.sym) {
case SDLK_ESCAPE:
pause();
break;
case SDLK_UP:
m_menuScreen->moveUp();
break;
case SDLK_DOWN:
m_menuScreen->moveDown();
break;
case SDLK_RETURN:
switch (m_menuScreen->enter()) {
case MenuScreen::ACTION_START:
startNewGame();
break;
case MenuScreen::ACTION_CONTINUE:
pause();
break;
case MenuScreen::ACTION_QUIT:
m_quit = true;
break;
}
break;
}
}
void
AppController::onKeyPressGame(SDL_KeyboardEvent& keyEvent)
{
switch (keyEvent.keysym.sym) {
case SDLK_ESCAPE:
pause();
break;
case SDLK_UP:
m_screen->rotatePiece();
break;
case SDLK_DOWN:
case SDLK_SPACE:
if (m_screen->dropPiece()) {
// restart tick timer to give player
// chance to move dropped piece
m_lastTick = SDL_GetTicks();
}
break;
case SDLK_LEFT:
m_screen->movePieceLeft();
break;
case SDLK_RIGHT:
m_screen->movePieceRight();
break;
//case SDLK_F1:
// m_screen->moveWisely();
// break;
}
}
void
AppController::onTimer()
{
bool over = false;
m_screen->onTimer(&m_score, &over);
if (over) {
gameOver();
}
m_tickInterval = m_screen->getTimerInterval();
}
void
AppController::startNewGame()
{
m_state = STATE_GAME;
m_screen->resetGame();
m_score = 0;
m_screen->draw();
}
void
AppController::pause()
{
if (m_state == STATE_GAME) {
m_state = STATE_PAUSE;
m_menuScreen->setTitle("Paused");
m_menuScreen->setScore(m_score);
m_menuScreen->setMenuItemEnabled(MenuScreen::ACTION_CONTINUE, true);
m_menuScreen->setMenuItemActive(MenuScreen::ACTION_CONTINUE);
m_menuScreen->draw();
} else if (m_state == STATE_PAUSE) {
m_state = STATE_GAME;
m_screen->draw();
}
}
void
AppController::gameOver()
{
if (m_state != STATE_DEMO) {
m_menuScreen->setTitle("Game Over");
m_menuScreen->setScore(m_score);
m_menuScreen->setMenuItemEnabled(MenuScreen::ACTION_CONTINUE, false);
m_menuScreen->setMenuItemActive(MenuScreen::ACTION_START);
}
m_singer.setMute(false);
m_lastDemoWaitingTick = SDL_GetTicks();
m_state = STATE_INCEPTION;
}