Refactored code heavily to be able to use a state stack - main function now does the basic init, looping, and shutdown, and each state is a pointer to an object that has its own event handling, rendering, etc
This commit is contained in:
parent
a77a8575c5
commit
5522cbc64c
2
Makefile
2
Makefile
|
@ -4,7 +4,7 @@ PROJECT=graphgame
|
|||
CXX=g++
|
||||
CXXFLAGS=-DDEBUG -g `sdl-config --cflags`
|
||||
LDFLAGS=`sdl-config --libs`
|
||||
OBJECTS=drawutils.o gamecore.o graph.o main.o mainevent.o mathutils.o gamedata.o sdlrenderer.o
|
||||
OBJECTS=drawutils.o game.o graph.o main.o mainevent.o mathutils.o gamedata.o sdlrenderer.o
|
||||
|
||||
all: $(PROJECT)
|
||||
|
||||
|
|
52
game.cpp
Normal file
52
game.cpp
Normal file
|
@ -0,0 +1,52 @@
|
|||
#include "game.h"
|
||||
#include "mathutils.h"
|
||||
#include "debug.h"
|
||||
#include <SDL.h>
|
||||
|
||||
int Game::NODE_RADIUS = 12;
|
||||
|
||||
Game::~Game()
|
||||
{
|
||||
renderer.cleanup();
|
||||
}
|
||||
|
||||
|
||||
void Game::execute(stack<GameState*> &state_stack) throw(StateExit)
|
||||
{
|
||||
SDL_Event event;
|
||||
while(SDL_PollEvent(&event))
|
||||
handle_event(&event);
|
||||
renderer.render(data);
|
||||
}
|
||||
|
||||
|
||||
bool Game::init()
|
||||
{
|
||||
return renderer.init();
|
||||
}
|
||||
|
||||
|
||||
void Game::on_exit()
|
||||
{
|
||||
throw StateExit();
|
||||
}
|
||||
|
||||
|
||||
void Game::on_lbutton_down(int x, int y)
|
||||
{
|
||||
data.do_vertex(x, y, NODE_RADIUS);
|
||||
}
|
||||
|
||||
|
||||
void Game::on_rbutton_down(int mX, int mY)
|
||||
{
|
||||
data.clear_current_vertex();
|
||||
}
|
||||
|
||||
|
||||
void Game::on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode)
|
||||
{
|
||||
if (sym == SDLK_q && mod & KMOD_CTRL) throw StateExit();
|
||||
if (sym == SDLK_a) data.set_mode(MODE_ATTACK);
|
||||
if (sym == SDLK_m) data.set_mode(MODE_MOVE);
|
||||
}
|
|
@ -1,23 +1,28 @@
|
|||
/* This is the heart of the application.
|
||||
This contains the basic game looping code, sets up event handlers, etc.
|
||||
/* This is the heart of the application - the main game state where we are
|
||||
actually playing.
|
||||
|
||||
All the hard work will eventually get farmed out to other objects, for now,
|
||||
we're doing almost everything in here.
|
||||
This contains the basic game logic.
|
||||
*/
|
||||
|
||||
#ifndef _GAME_H_
|
||||
#define _GAME_H_
|
||||
|
||||
#ifndef _GAME_CORE_H_
|
||||
#define _GAME_CORE_H_
|
||||
|
||||
#include "mainevent.h"
|
||||
#include "gamedata.h"
|
||||
#include "sdlrenderer.h"
|
||||
#include "gamestate.h"
|
||||
#include <stack>
|
||||
|
||||
class GameCore : public MainEvent
|
||||
using std::stack;
|
||||
|
||||
|
||||
class Game : public GameState
|
||||
{
|
||||
public:
|
||||
GameCore();
|
||||
int execute();
|
||||
Game() {}
|
||||
~Game();
|
||||
|
||||
bool init();
|
||||
void execute(stack<GameState*> &state_stack) throw(StateExit);
|
||||
|
||||
protected:
|
||||
// event handlers
|
||||
|
@ -26,14 +31,8 @@ class GameCore : public MainEvent
|
|||
void on_rbutton_down(int mX, int mY);
|
||||
void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode);
|
||||
|
||||
|
||||
private:
|
||||
bool init();
|
||||
|
||||
void render();
|
||||
void cleanup();
|
||||
|
||||
bool is_running;
|
||||
|
||||
SDLRenderer renderer;
|
||||
|
||||
|
@ -44,5 +43,4 @@ class GameCore : public MainEvent
|
|||
static int MAX_MOVE_DISTANCE;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
71
gamecore.cpp
71
gamecore.cpp
|
@ -1,71 +0,0 @@
|
|||
#include "gamecore.h"
|
||||
#include "mathutils.h"
|
||||
#include "debug.h"
|
||||
#include <SDL.h>
|
||||
|
||||
int GameCore::NODE_RADIUS = 12;
|
||||
|
||||
GameCore::GameCore()
|
||||
{
|
||||
is_running = true;
|
||||
}
|
||||
|
||||
int GameCore::execute()
|
||||
{
|
||||
if (!init()) return 1;
|
||||
|
||||
SDL_Event event;
|
||||
|
||||
while (is_running)
|
||||
{
|
||||
while(SDL_PollEvent(&event))
|
||||
handle_event(&event);
|
||||
// iterate();
|
||||
renderer.render(data);
|
||||
}
|
||||
|
||||
cleanup();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
bool GameCore::init()
|
||||
{
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false;
|
||||
SDL_WM_SetCaption("TreeWars","TreeWars");
|
||||
return renderer.init();
|
||||
}
|
||||
|
||||
|
||||
void GameCore::cleanup()
|
||||
{
|
||||
renderer.cleanup();
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
|
||||
void GameCore::on_exit()
|
||||
{
|
||||
is_running = false;
|
||||
}
|
||||
|
||||
|
||||
void GameCore::on_lbutton_down(int x, int y)
|
||||
{
|
||||
data.do_vertex(x, y, NODE_RADIUS);
|
||||
}
|
||||
|
||||
|
||||
void GameCore::on_rbutton_down(int mX, int mY)
|
||||
{
|
||||
data.clear_current_vertex();
|
||||
}
|
||||
|
||||
|
||||
void GameCore::on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode)
|
||||
{
|
||||
if (sym == SDLK_q && mod & KMOD_CTRL) is_running = false;
|
||||
if (sym == SDLK_a) data.set_mode(MODE_ATTACK);
|
||||
if (sym == SDLK_m) data.set_mode(MODE_MOVE);
|
||||
}
|
0
gamestate.cpp
Normal file
0
gamestate.cpp
Normal file
29
gamestate.h
Normal file
29
gamestate.h
Normal file
|
@ -0,0 +1,29 @@
|
|||
/* Abstract instance of a game state.
|
||||
This contains the basic functions for game looping code,
|
||||
and has a fully-functional event handler we can overload later
|
||||
*/
|
||||
|
||||
#ifndef _GAME_STATE_H_
|
||||
#define _GAME_STATE_H_
|
||||
|
||||
#include "mainevent.h"
|
||||
#include <exception>
|
||||
#include <stack>
|
||||
|
||||
using std::exception;
|
||||
using std::stack;
|
||||
|
||||
class StateExit : public exception {};
|
||||
|
||||
class GameState : public MainEvent
|
||||
{
|
||||
public:
|
||||
GameState() {}
|
||||
~GameState() {}
|
||||
|
||||
virtual bool init() = 0;
|
||||
virtual void execute(stack<GameState*> &game_state) throw(StateExit) = 0;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
42
main.cpp
42
main.cpp
|
@ -1,9 +1,43 @@
|
|||
/* Do basic initialization, get the loop going */
|
||||
|
||||
#include "gamecore.h"
|
||||
#include "gamestate.h"
|
||||
#include "game.h"
|
||||
#include <SDL.h>
|
||||
|
||||
int main()
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
GameCore game_core;
|
||||
return game_core.execute();
|
||||
// Barebones setup for our game
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false;
|
||||
SDL_WM_SetCaption("TreeWars","TreeWars");
|
||||
|
||||
stack<GameState*> state_stack;
|
||||
|
||||
// initialize the stack by initting and pushing the initial state(s)
|
||||
GameState* tmpstate = new Game();
|
||||
if (!tmpstate->init()) exit(1);
|
||||
state_stack.push(tmpstate);
|
||||
|
||||
while (!state_stack.empty())
|
||||
{
|
||||
GameState* state = state_stack.top();
|
||||
try {
|
||||
state->execute(state_stack);
|
||||
} catch (StateExit& e) {
|
||||
|
||||
// remove the old state
|
||||
state_stack.pop();
|
||||
delete state;
|
||||
|
||||
// init the new state, discarding it if we fail
|
||||
while (!(state_stack.empty() || state_stack.top()->init()))
|
||||
{
|
||||
state_stack.pop();
|
||||
delete state;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user