#include "gamecore.h" #include "drawutils.h" #ifdef DEBUG #include #endif int GameCore::NODE_SIZE = 25; int GameCore::MAX_MOVE_DISTANCE = 200; GameCore::GameCore() { display = NULL; background = NULL; node = NULL; move_template = NULL; is_running = true; } int GameCore::execute() { if (!init()) return 1; SDL_Event event; while (is_running) { while(SDL_PollEvent(&event)) handle_event(&event); iterate(); render(); } cleanup(); return 0; } bool GameCore::init() { if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false; display = SDL_SetVideoMode(800,600,32, SDL_HWSURFACE | SDL_DOUBLEBUF); if (display == NULL) { #ifdef DEBUG std::cerr << "GameCore::init(): error: Couldn't create main surface\n"; #endif return false; } background = DrawUtils::load("background.bmp"); node = DrawUtils::load("node.bmp"); DrawUtils::transpare(node, 255, 0, 255); move_template = DrawUtils::load("move_template.bmp"); DrawUtils::transpare(move_template, 255, 0, 255); SDL_SetAlpha(move_template, SDL_SRCALPHA, 128); if (background == NULL || node == NULL || move_template == NULL) { #ifdef DEBUG std::cerr << "GameCore::init(): error: Couldn't load an image file\n"; #endif return false; } return true; } void GameCore::render() { DrawUtils::draw(display, background, 0, 0); list vertices = graph.get_vertices(); list edges = graph.get_edges(); for (list::iterator cursor = vertices.begin(); cursor != vertices.end(); cursor++) { Vertex v = *(*cursor); DrawUtils::draw(display, node, v.x_min, v.y_min); } for (list::iterator cursor = edges.begin(); cursor != edges.end(); cursor++) { Edge e = *cursor; DrawUtils::draw_line(display, e.a->x, e.a->y, e.b->x, e.b->y, 2, 0x000000); } if (graph.get_current_vertex() != NULL) { Vertex* v = graph.get_current_vertex(); DrawUtils::draw(display, move_template, v->x, v->y); } SDL_Flip(display); } void GameCore::iterate() { } void GameCore::cleanup() { SDL_FreeSurface(background); SDL_FreeSurface(node); SDL_FreeSurface(display); SDL_Quit(); } void GameCore::on_exit() { is_running = false; } void GameCore::on_lbutton_down(int x, int y) { Vertex* v = graph.get_current_vertex(); Vertex new_v = Vertex(); new_v.x = x; new_v.y = y; if (v != NULL && (Vertex::distance(*v, new_v) > MAX_MOVE_DISTANCE)) return graph.do_vertex(x, y, NODE_SIZE); }