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game.cpp
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/*
* Copyright (C) 2020 Arkadiusz Bubała <[email protected]>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game.hpp"
#include <QApplication>
#include <QHash>
#include <QList>
#include <QScreen>
#include <QWindow>
#include <QGraphicsTextItem>
#include <QGraphicsScene>
#include <QGraphicsView>
#include <QDesktopWidget>
#include <QtDebug>
#include "igameelementdata.hpp"
#include "ikeyboardgrabber.hpp"
#include "settings/gamesettings.hpp"
#include "keypresseventfilter.hpp"
#include "screenmanager.hpp"
#include "data_providers/graphics/factories/graphicsitemfactory.hpp"
#include "data_providers/providerselector.hpp"
#include "settings/settingswriter.hpp"
class GamePrivate {
public:
friend class Game;
explicit GamePrivate(QApplication *app) :
m_screenManager(),
m_app(app) {}
~GamePrivate() = default;
private:
GamePrivate(const GamePrivate&) = delete;
GamePrivate& operator==(const GamePrivate&) = delete;
ScreenManager m_screenManager;
ProviderSelector m_providerSelector;
GraphicsItemFactory m_graphicsFactory;
std::unique_ptr<KeyPressEventFilter> m_keyPressEventFilter;
std::unique_ptr<QWidget> m_inputWidget;
std::unique_ptr<IKeyboardGrabber> m_keyboardGrabber;
QApplication* m_app;
QString m_keySequence;
};
Game::Game(QApplication *app,
std::unique_ptr<IKeyboardGrabber> keyboardGrabber,
QObject *parent) : QObject(parent) {
pImpl = std::make_unique<GamePrivate>(app);
pImpl->m_keyboardGrabber = std::move(keyboardGrabber);
}
Game::~Game() = default;
void Game::handleKeyPress(const QString& keyName) {
const IGameElementData* element = pImpl->m_providerSelector.getDataElement(
keyName);
auto item = pImpl->m_graphicsFactory.makeItem(element);
if (item != nullptr) {
pImpl->m_screenManager.addItem(item);
}
pImpl->m_keySequence.append(keyName);
auto validateSequence = [this](QString& seq) {
if (seq == "quit") {
this->quitGame();
}
if (!QString("quit").startsWith(seq)) {
seq.clear();
}
};
qDebug() << pImpl->m_keySequence;
validateSequence(pImpl->m_keySequence);
}
void Game::startGame() {
setupInputWidget();
pImpl->m_screenManager.show();
if (pImpl->m_keyboardGrabber != nullptr) {
pImpl->m_keyboardGrabber->grabKeyboard();
}
//pImpl->m_inputWidget->setFocus();
}
void Game::createViews() {
}
void Game::setupInputWidget() {
pImpl->m_keyPressEventFilter = std::make_unique<KeyPressEventFilter>();
pImpl->m_inputWidget = std::make_unique<QWidget>();
pImpl->m_inputWidget->setGeometry(0,0,1,1);
pImpl->m_inputWidget->grabKeyboard();
pImpl->m_inputWidget->installEventFilter(pImpl->m_keyPressEventFilter.get());
connect(pImpl->m_keyPressEventFilter.get(),
&KeyPressEventFilter::keyPressed,
this,
&Game::handleKeyPress);
}
void Game::quitGame() {
pImpl->m_inputWidget->releaseKeyboard();
pImpl->m_inputWidget->close();
if (pImpl->m_keyboardGrabber != nullptr) {
pImpl->m_keyboardGrabber->releaseKeyboard();
}
pImpl->m_screenManager.close();
emit quit();
}