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The-Powder-Toy/src/game/GameController.cpp

621 lines
15 KiB
C++

#include <iostream>
#include <queue>
#include "Config.h"
#include "GameController.h"
#include "GameModel.h"
#include "client/SaveInfo.h"
#include "search/SearchController.h"
#include "render/RenderController.h"
#include "login/LoginController.h"
#include "interface/Point.h"
#include "dialogues/ErrorMessage.h"
#include "GameModelException.h"
using namespace std;
class GameController::LoginCallback: public ControllerCallback
{
GameController * cc;
public:
LoginCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
cc->gameModel->SetUser(cc->loginWindow->GetUser());
}
};
class GameController::SearchCallback: public ControllerCallback
{
GameController * cc;
public:
SearchCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
if(cc->search->GetLoadedSave())
{
try
{
cc->gameModel->SetSave(new SaveInfo(*(cc->search->GetLoadedSave())));
}
catch(GameModelException & ex)
{
new ErrorMessage("Cannot open save", ex.what());
}
}
}
};
class GameController::RenderCallback: public ControllerCallback
{
GameController * cc;
public:
RenderCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
//cc->gameModel->SetUser(cc->loginWindow->GetUser());
}
};
class GameController::OptionsCallback: public ControllerCallback
{
GameController * cc;
public:
OptionsCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
//cc->gameModel->SetUser(cc->loginWindow->GetUser());
}
};
class GameController::SSaveCallback: public ControllerCallback
{
GameController * cc;
public:
SSaveCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
if(cc->ssave->GetSaveUploaded())
{
cc->gameModel->SetSave(new SaveInfo(*(cc->ssave->GetSave())));
}
//cc->gameModel->SetUser(cc->loginWindow->GetUser());
}
};
class GameController::TagsCallback: public ControllerCallback
{
GameController * cc;
public:
TagsCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
cc->gameModel->SetSave(new SaveInfo(*(cc->tagsWindow->GetSave())));
}
};
class GameController::StampsCallback: public ControllerCallback
{
GameController * cc;
public:
StampsCallback(GameController * cc_) { cc = cc_; }
virtual void ControllerExit()
{
if(cc->localBrowser->GetSave())
{
cc->gameModel->SetStamp(cc->localBrowser->GetSave()->GetGameSave());
cc->LoadStamp();
}
else
cc->gameModel->SetStamp(NULL);
}
};
GameController::GameController():
search(NULL),
renderOptions(NULL),
loginWindow(NULL),
ssave(NULL),
console(NULL),
tagsWindow(NULL),
options(NULL)
{
gameView = new GameView();
gameModel = new GameModel();
gameView->AttachController(this);
gameModel->AddObserver(gameView);
commandInterface = new LuaScriptInterface(gameModel);//new TPTScriptInterface();
//commandInterface->AttachGameModel(gameModel);
//sim = new Simulation();
}
GameController::~GameController()
{
if(search)
{
delete search;
}
if(renderOptions)
{
delete renderOptions;
}
if(loginWindow)
{
delete loginWindow;
}
if(tagsWindow)
{
delete tagsWindow;
}
if(console)
{
delete console;
}
if(ui::Engine::Ref().GetWindow() == gameView)
{
ui::Engine::Ref().CloseWindow();
}
delete gameModel;
}
GameView * GameController::GetView()
{
return gameView;
}
void GameController::PlaceSave(ui::Point position)
{
if(gameModel->GetPlaceSave())
{
gameModel->GetSimulation()->Load(position.X, position.Y, gameModel->GetPlaceSave());
gameModel->SetPaused(gameModel->GetPaused());
}
}
void GameController::AdjustBrushSize(int direction, bool logarithmic)
{
ui::Point newSize(0, 0);
if(logarithmic)
newSize = gameModel->GetBrush()->GetRadius() + ui::Point(direction * ((gameModel->GetBrush()->GetRadius().X/10)>0?gameModel->GetBrush()->GetRadius().X/10:1), direction * ((gameModel->GetBrush()->GetRadius().Y/10)>0?gameModel->GetBrush()->GetRadius().Y/10:1));
else
newSize = gameModel->GetBrush()->GetRadius() + ui::Point(direction, direction);
if(newSize.X<0)
newSize.X = 0;
if(newSize.Y<0)
newSize.Y = 0;
gameModel->GetBrush()->SetRadius(newSize);
}
void GameController::AdjustZoomSize(int direction, bool logarithmic)
{
int newSize;
if(logarithmic)
newSize = gameModel->GetZoomSize()+direction;
else
newSize = gameModel->GetZoomSize()+(((gameModel->GetZoomSize()/10)>0?(gameModel->GetZoomSize()/10):1)*direction);
if(newSize<5)
newSize = 5;
if(newSize>64)
newSize = 64;
gameModel->SetZoomSize(newSize);
int newZoomFactor = 256/newSize;
if(newZoomFactor<3)
newZoomFactor = 3;
gameModel->SetZoomFactor(newZoomFactor);
}
ui::Point GameController::PointTranslate(ui::Point point)
{
bool zoomEnabled = gameModel->GetZoomEnabled();
if(!zoomEnabled)
return point;
//If we try to draw inside the zoom window, normalise the coordinates
int zoomFactor = gameModel->GetZoomFactor();
ui::Point zoomWindowPosition = gameModel->GetZoomWindowPosition();
ui::Point zoomWindowSize = ui::Point(gameModel->GetZoomSize()*zoomFactor, gameModel->GetZoomSize()*zoomFactor);
if(point.X > zoomWindowPosition.X && point.X > zoomWindowPosition.Y && point.X < zoomWindowPosition.X+zoomWindowSize.X && point.Y < zoomWindowPosition.Y+zoomWindowSize.Y)
return ((point-zoomWindowPosition)/gameModel->GetZoomFactor())+gameModel->GetZoomPosition();
return point;
}
ui::Point GameController::NormaliseBlockCoord(ui::Point point)
{
return (point/CELL)*CELL;
}
void GameController::DrawRect(int toolSelection, ui::Point point1, ui::Point point2)
{
Simulation * sim = gameModel->GetSimulation();
Tool * activeTool = gameModel->GetActiveTool(toolSelection);
Brush * cBrush = gameModel->GetBrush();
if(!activeTool || !cBrush)
return;
activeTool->DrawRect(sim, cBrush, PointTranslate(point1), PointTranslate(point2));
}
void GameController::DrawLine(int toolSelection, ui::Point point1, ui::Point point2)
{
Simulation * sim = gameModel->GetSimulation();
Tool * activeTool = gameModel->GetActiveTool(toolSelection);
Brush * cBrush = gameModel->GetBrush();
if(!activeTool || !cBrush)
return;
activeTool->DrawLine(sim, cBrush, PointTranslate(point1), PointTranslate(point2));
}
void GameController::DrawFill(int toolSelection, ui::Point point)
{
Simulation * sim = gameModel->GetSimulation();
Tool * activeTool = gameModel->GetActiveTool(toolSelection);
Brush * cBrush = gameModel->GetBrush();
if(!activeTool || !cBrush)
return;
activeTool->DrawFill(sim, cBrush, PointTranslate(point));
}
void GameController::DrawPoints(int toolSelection, queue<ui::Point*> & pointQueue)
{
Simulation * sim = gameModel->GetSimulation();
Tool * activeTool = gameModel->GetActiveTool(toolSelection);
Brush * cBrush = gameModel->GetBrush();
if(!activeTool || !cBrush)
{
if(!pointQueue.empty())
{
while(!pointQueue.empty())
{
delete pointQueue.front();
pointQueue.pop();
}
}
}
if(!pointQueue.empty())
{
ui::Point sPoint(0, 0);
bool first = true;
while(!pointQueue.empty())
{
ui::Point fPoint = PointTranslate(*pointQueue.front());
delete pointQueue.front();
pointQueue.pop();
if(!first)
{
activeTool->DrawLine(sim, cBrush, fPoint, sPoint);
}
else
{
first = false;
activeTool->Draw(sim, cBrush, fPoint);
}
sPoint = fPoint;
}
}
}
void GameController::LoadClipboard()
{
gameModel->SetPlaceSave(gameModel->GetClipboard());
}
void GameController::LoadStamp()
{
gameModel->SetPlaceSave(gameModel->GetStamp());
}
void GameController::TranslateSave(ui::Point point)
{
matrix2d transform = m2d_identity;
vector2d translate = v2d_new(point.X, point.Y);
gameModel->GetPlaceSave()->Transform(transform, translate);
gameModel->SetPlaceSave(gameModel->GetPlaceSave());
}
void GameController::TransformSave(matrix2d transform)
{
vector2d translate = v2d_zero;
gameModel->GetPlaceSave()->Transform(transform, translate);
gameModel->SetPlaceSave(gameModel->GetPlaceSave());
}
void GameController::ToolClick(int toolSelection, ui::Point point)
{
Simulation * sim = gameModel->GetSimulation();
Tool * activeTool = gameModel->GetActiveTool(toolSelection);
Brush * cBrush = gameModel->GetBrush();
if(!activeTool || !cBrush)
return;
activeTool->Click(sim, cBrush, PointTranslate(point));
}
void GameController::StampRegion(ui::Point point1, ui::Point point2)
{
GameSave * newSave;
newSave = gameModel->GetSimulation()->Save(point1.X, point1.Y, point2.X, point2.Y);
if(newSave)
gameModel->AddStamp(newSave);
else
new ErrorMessage("Could not create stamp", "Error generating save file");
}
void GameController::CopyRegion(ui::Point point1, ui::Point point2)
{
GameSave * newSave;
newSave = gameModel->GetSimulation()->Save(point1.X, point1.Y, point2.X, point2.Y);
if(newSave)
gameModel->SetClipboard(newSave);
}
bool GameController::MouseMove(int x, int y, int dx, int dy)
{
return commandInterface->OnMouseMove(x, y, dx, dy);
}
bool GameController::MouseDown(int x, int y, unsigned button)
{
return commandInterface->OnMouseDown(x, y, button);
}
bool GameController::MouseUp(int x, int y, unsigned button)
{
return commandInterface->OnMouseUp(x, y, button);
}
bool GameController::MouseWheel(int x, int y, int d)
{
return commandInterface->OnMouseWheel(x, y, d);
}
bool GameController::KeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt)
{
return commandInterface->OnKeyPress(key, character, shift, ctrl, alt);
}
bool GameController::KeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt)
{
return commandInterface->OnKeyRelease(key, character, shift, ctrl, alt);
}
void GameController::Tick()
{
commandInterface->OnTick();
}
void GameController::Update()
{
ui::Point pos = gameView->GetMousePosition();
if(pos.X >= 0 && pos.Y >= 0 && pos.X < XRES && pos.Y < YRES)
{
gameView->SetSample(gameModel->GetSimulation()->Get(pos.X, pos.Y));
}
gameModel->GetSimulation()->update_particles();
if(renderOptions && renderOptions->HasExited)
{
delete renderOptions;
renderOptions = NULL;
}
if(search && search->HasExited)
{
delete search;
search = NULL;
}
if(loginWindow && loginWindow->HasExited)
{
delete loginWindow;
loginWindow = NULL;
}
}
void GameController::SetZoomEnabled(bool zoomEnabled)
{
gameModel->SetZoomEnabled(zoomEnabled);
}
void GameController::SetZoomPosition(ui::Point position)
{
ui::Point zoomPosition = position-(gameModel->GetZoomSize()/2);
if(zoomPosition.X < 0)
zoomPosition.X = 0;
if(zoomPosition.Y < 0)
zoomPosition.Y = 0;
if(zoomPosition.X >= XRES-gameModel->GetZoomSize())
zoomPosition.X = XRES-gameModel->GetZoomSize();
if(zoomPosition.Y >= YRES-gameModel->GetZoomSize())
zoomPosition.Y = YRES-gameModel->GetZoomSize();
ui::Point zoomWindowPosition = ui::Point(0, 0);
if(position.X < XRES/2)
zoomWindowPosition.X = XRES-(gameModel->GetZoomSize()*gameModel->GetZoomFactor());
gameModel->SetZoomPosition(zoomPosition);
gameModel->SetZoomWindowPosition(zoomWindowPosition);
}
void GameController::SetPaused(bool pauseState)
{
gameModel->SetPaused(pauseState);
}
void GameController::SetPaused()
{
gameModel->SetPaused(!gameModel->GetPaused());
}
void GameController::SetDecoration(bool decorationState)
{
gameModel->SetDecoration(decorationState);
}
void GameController::SetDecoration()
{
gameModel->SetDecoration(!gameModel->GetDecoration());
}
void GameController::SetColour(ui::Colour colour)
{
gameModel->SetColourSelectorColour(colour);
}
void GameController::SetActiveMenu(Menu * menu)
{
gameModel->SetActiveMenu(menu);
vector<Menu*> menuList = gameModel->GetMenuList();
bool set = false;
for(int i = 0; i < menuList.size(); i++)
{
if(menuList[i]==menu && i == SC_DECO)
{
gameModel->SetColourSelectorVisibility(true);
set = true;
}
}
if(!set)
gameModel->SetColourSelectorVisibility(false);
}
void GameController::SetActiveTool(int toolSelection, Tool * tool)
{
gameModel->SetActiveTool(toolSelection, tool);
}
void GameController::OpenSearch()
{
search = new SearchController(new SearchCallback(this));
ui::Engine::Ref().ShowWindow(search->GetView());
}
void GameController::OpenLogin()
{
loginWindow = new LoginController(new LoginCallback(this));
ui::Engine::Ref().ShowWindow(loginWindow->GetView());
}
void GameController::OpenTags()
{
if(gameModel->GetUser().ID)
{
if(gameModel->GetSave() && gameModel->GetSave()->GetID())
{
tagsWindow = new TagsController(new TagsCallback(this), gameModel->GetSave());
ui::Engine::Ref().ShowWindow(tagsWindow->GetView());
}
else
{
new ErrorMessage("Error", "No save open");
}
}
else
{
new ErrorMessage("Error", "You need to login to edit tags.");
}
}
void GameController::OpenStamps()
{
localBrowser = new LocalBrowserController(new StampsCallback(this));
ui::Engine::Ref().ShowWindow(localBrowser->GetView());
}
void GameController::OpenOptions()
{
options = new OptionsController(gameModel->GetSimulation(), new OptionsCallback(this));
ui::Engine::Ref().ShowWindow(options->GetView());
}
void GameController::ShowConsole()
{
if(!console)
console = new ConsoleController(NULL, commandInterface);
ui::Engine::Ref().ShowWindow(console->GetView());
}
void GameController::OpenRenderOptions()
{
renderOptions = new RenderController(gameModel->GetRenderer(), new RenderCallback(this));
ui::Engine::Ref().ShowWindow(renderOptions->GetView());
}
void GameController::OpenSaveWindow()
{
if(gameModel->GetUser().ID)
{
GameSave * gameSave = gameModel->GetSimulation()->Save();
if(!gameSave)
{
new ErrorMessage("Error", "Unable to build save.");
}
else
{
if(gameModel->GetSave())
{
SaveInfo tempSave(*gameModel->GetSave());
tempSave.SetGameSave(gameSave);
ssave = new SSaveController(new SSaveCallback(this), tempSave);
}
else
{
SaveInfo tempSave(0, 0, 0, 0, gameModel->GetUser().Username, "");
tempSave.SetGameSave(gameSave);
ssave = new SSaveController(new SSaveCallback(this), tempSave);
}
ui::Engine::Ref().ShowWindow(ssave->GetView());
}
}
else
{
new ErrorMessage("Error", "You need to login to upload saves.");
}
}
void GameController::FrameStep()
{
gameModel->FrameStep(1);
gameModel->SetPaused(true);
}
void GameController::Vote(int direction)
{
if(gameModel->GetSave() && gameModel->GetUser().ID && gameModel->GetSave()->GetID() && gameModel->GetSave()->GetVote()==0)
gameModel->SetVote(direction);
}
void GameController::ChangeBrush()
{
gameModel->SetBrush(gameModel->GetBrushID()+1);
}
void GameController::ClearSim()
{
gameModel->SetSave(NULL);
gameModel->ClearSimulation();
}
void GameController::ReloadSim()
{
if(gameModel->GetSave() && gameModel->GetSave()->GetGameSave())
{
gameModel->GetSimulation()->Load(gameModel->GetSave()->GetGameSave());
}
}
std::string GameController::ElementResolve(int type)
{
if(gameModel && gameModel->GetSimulation() && gameModel->GetSimulation()->elements && type >= 0 && type < PT_NUM)
return std::string(gameModel->GetSimulation()->elements[type].Name);
else
return "";
}