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

403 lines
9.1 KiB
C++

#include <iostream>
#include <queue>
#include "Config.h"
#include "GameController.h"
#include "GameModel.h"
#include "search/Save.h"
#include "search/SearchController.h"
#include "render/RenderController.h"
#include "login/LoginController.h"
#include "interface/Point.h"
#include "dialogues/ErrorMessage.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())
{
cc->gameModel->SetSave(new Save(*(cc->search->GetLoadedSave())));
}
}
};
class GameController::RenderCallback: public ControllerCallback
{
GameController * cc;
public:
RenderCallback(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 Save(*(cc->ssave->GetSave())));
}
//cc->gameModel->SetUser(cc->loginWindow->GetUser());
}
};
GameController::GameController():
search(NULL),
renderOptions(NULL),
loginWindow(NULL),
ssave(NULL),
console(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(console)
{
delete console;
}
if(ui::Engine::Ref().GetWindow() == gameView)
{
ui::Engine::Ref().CloseWindow();
}
delete gameModel;
}
GameView * GameController::GetView()
{
return gameView;
}
void GameController::AdjustBrushSize(int direction)
{
ui::Point 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)
{
int newSize = gameModel->GetZoomSize()+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;
}
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, point1, 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, point1, 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, 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::Update()
{
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::SetActiveMenu(Menu * menu)
{
gameModel->SetActiveMenu(menu);
}
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()
{
//TODO: Implement
}
void GameController::OpenDisplayOptions()
{
//TODO: Implement
}
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)
{
int tempSaveLength;
unsigned char * tempData = gameModel->GetSimulation()->Save(tempSaveLength);
if(!tempData)
{
new ErrorMessage("Error", "Unable to build save.");
}
else
{
if(gameModel->GetSave())
{
Save tempSave(*gameModel->GetSave());
tempSave.SetData(tempData, tempSaveLength);
ssave = new SSaveController(new SSaveCallback(this), tempSave);
}
else
{
Save tempSave(0, 0, 0, 0, gameModel->GetUser().Username, "");
tempSave.SetData(tempData, tempSaveLength);
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()->GetData())
gameModel->GetSimulation()->Load(gameModel->GetSave()->GetData(), gameModel->GetSave()->GetDataLength());
}