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authorAki <please@ignore.pl>2023-02-13 22:52:18 +0100
committerAki <please@ignore.pl>2023-02-13 22:52:42 +0100
commit2a9f378c66b28cef1c5ee063cf4d7e4e2889076e (patch)
treed678fce067c527052462adf91909f23664ca0544 /kurator
parent03bb1614c25a56ef6225db09c4c59b7a5f8fa808 (diff)
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Created sim::State object to hold overall state of simulation
This is seems like it creats even more chaotic binding between the components but it is a very nice and testable intermediate step before moving everything to standalone systems and shoving state into the... well, State.
Diffstat (limited to 'kurator')
-rw-r--r--kurator/src/Battle.cpp47
-rw-r--r--kurator/src/Battle.h4
2 files changed, 23 insertions, 28 deletions
diff --git a/kurator/src/Battle.cpp b/kurator/src/Battle.cpp
index 683b0e6..3eadc28 100644
--- a/kurator/src/Battle.cpp
+++ b/kurator/src/Battle.cpp
@@ -48,15 +48,14 @@ Battle::Battle(std::shared_ptr<Session> _session, campaign::Scenario scenario, B
battle {sim::prepare(scenario)},
report {std::move(_report)}
{
- battle->dispatcher().sink<sim::End>().connect<&Battle::on_end>(*this);
- battle->dispatcher().sink<sim::Hit>().connect<&Battle::on_hit>(*this);
- battle->dispatcher().sink<sim::Destroyed>().connect<&Battle::on_destroyed>(*this);
- battle->dispatcher().sink<stats::ShipLeft>().connect<&Battle::on_ship_left>(*this);
- camera.scale = std::min(GetScreenWidth()/30000.0, GetScreenHeight()/30000.0);
- auto& registry = battle->registry();
- engine::Context ctx {registry, battle->dispatcher(), clock, camera};
+ auto ctx = battle->context();
+ ctx.dispatcher.sink<sim::End>().connect<&Battle::on_end>(*this);
+ ctx.dispatcher.sink<sim::Hit>().connect<&Battle::on_hit>(*this);
+ ctx.dispatcher.sink<sim::Destroyed>().connect<&Battle::on_destroyed>(*this);
+ ctx.dispatcher.sink<stats::ShipLeft>().connect<&Battle::on_ship_left>(*this);
+ ctx.camera.scale = std::min(GetScreenWidth()/30000.0, GetScreenHeight()/30000.0);
attach_markers(ctx);
- balance.update(registry);
+ balance.update(ctx.registry);
}
@@ -74,10 +73,11 @@ attach_markers(engine::Context& ctx)
Battle::~Battle()
{
- battle->dispatcher().sink<sim::End>().disconnect(*this);
- battle->dispatcher().sink<sim::Hit>().disconnect(*this);
- battle->dispatcher().sink<sim::Destroyed>().disconnect(*this);
- battle->dispatcher().sink<stats::ShipLeft>().disconnect(*this);
+ auto ctx = battle->context();
+ ctx.dispatcher.sink<sim::End>().disconnect(*this);
+ ctx.dispatcher.sink<sim::Hit>().disconnect(*this);
+ ctx.dispatcher.sink<sim::Destroyed>().disconnect(*this);
+ ctx.dispatcher.sink<stats::ShipLeft>().disconnect(*this);
}
@@ -104,28 +104,27 @@ static void animate_lines(engine::Context& ctx);
void
Battle::update()
{
+ auto ctx = battle->context();
if (IsKeyPressed(KEY_ESCAPE))
return session->set(std::make_shared<Pause>(session, session->current()));
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) {
const auto delta = GetMouseDelta();
- camera.offset.x -= delta.x / camera.scale;
- camera.offset.y -= delta.y / camera.scale;
+ ctx.camera.offset.x -= delta.x / ctx.camera.scale;
+ ctx.camera.offset.y -= delta.y / ctx.camera.scale;
}
if (IsWindowResized())
- camera.scale = std::min(GetScreenWidth()/30000.0, GetScreenHeight()/30000.0); // won't work in frame
- auto& registry = battle->registry();
- clock.update();
- engine::Context ctx {registry, battle->dispatcher(), clock, camera};
+ ctx.camera.scale = std::min(GetScreenWidth()/30000.0, GetScreenHeight()/30000.0);
+ ctx.clock.update();
battle->update(ctx);
progress_timers(ctx);
move_ui_pops(ctx);
blink_crosses(ctx);
animate_lines(ctx);
- balance.update(registry);
+ balance.update(ctx.registry);
ImGui::SetNextWindowPos({GetScreenWidth()/2.0f, GetScreenHeight()-100.0f}, ImGuiCond_Once, {0.5f, 0.5f});
ImGui::SetNextWindowSize({240.0f, 0.0f}, ImGuiCond_Once);
if (ImGui::Begin("Controls", nullptr, ImGuiWindowFlags_NoFocusOnAppearing))
- time_controls("TimeControls", clock.time_factor);
+ time_controls("TimeControls", ctx.clock.time_factor);
ImGui::End();
}
@@ -188,9 +187,9 @@ static void draw_pops(engine::ConstContext& ctx);
void
Battle::draw() const
{
+ auto ctx = battle->const_context();
ClearBackground(BLACK);
- Grid().draw(camera);
- engine::ConstContext ctx {battle->registry(), battle->dispatcher(), clock, camera};
+ Grid().draw(ctx.camera);
draw_crosses(ctx);
draw_lines(ctx);
draw_markers(ctx);
@@ -284,7 +283,7 @@ Battle::on_end(const sim::End&)
void
Battle::on_hit(const sim::Hit& hit)
{
- auto& registry = battle->registry();
+ auto& registry = battle->context().registry;
if (!registry.valid(hit.victim))
return;
const auto& source = registry.get<sim::Transform>(hit.source);
@@ -306,7 +305,7 @@ Battle::on_hit(const sim::Hit& hit)
void
Battle::on_destroyed(const sim::Destroyed& event)
{
- auto& registry = battle->registry();
+ auto& registry = battle->context().registry;
if (!registry.valid(event.victim))
return;
const auto& victim = registry.get<sim::Transform>(event.victim);
diff --git a/kurator/src/Battle.h b/kurator/src/Battle.h
index 592366f..c02717d 100644
--- a/kurator/src/Battle.h
+++ b/kurator/src/Battle.h
@@ -4,8 +4,6 @@
#include <memory>
#include <kurator/campaign/Scenario.h>
-#include <kurator/engine/Camera.h>
-#include <kurator/engine/Clock.h>
#include <kurator/engine/Context.h>
#include <kurator/sim/Battle.h>
#include <kurator/sim/events.h>
@@ -37,8 +35,6 @@ public:
private:
std::shared_ptr<Session> session;
std::unique_ptr<sim::Battle> battle;
- engine::Camera camera;
- engine::Clock clock;
ForceBalance balance;
stats::EventLog log;
Callback report;