src/Graphics.cc
author terom
Sat, 06 Dec 2008 23:29:06 +0000
changeset 235 0a0c729365ee
parent 233 ff4ecea83cf5
child 248 e40ef56dc62c
permissions -rw-r--r--
code cleanup

#include "Graphics.hh"
#include "GameState.hh"
#include <cmath>

Graphics::Graphics (Engine &engine, GameState &state) :
    CL_DisplayWindow(GRAPHICS_WINDOW_TITLE, GRAPHICS_RESOLUTION_WIDTH, GRAPHICS_RESOLUTION_HEIGHT),
    engine(engine), 
    state(state), 
    update_timer(GRAPHICS_UPDATE_INTERVAL_MS),
    input(get_ic()->get_keyboard()),
    simple_font("Font2", engine.getResourceManager()) 
{

    // connect timer signal
    slots.connect(update_timer.sig_tick(), this, &Graphics::on_update);

    // enable
    update_timer.start();
}

void Graphics::check_input (void) {
    LocalPlayer *player;
    PlayerInput input_mask = 0;
    
    // update gui flags
    this->flags = input.readGuiInput();

    // quit?
    if (flags & GUI_INPUT_QUIT) {
        engine.stop();

        return;
    }
     
    // stop here if we don't have a local player
    if ((player = state.getLocalPlayer()) == NULL)
        return;
    
    // dump debug info on stderr
    if (flags & GUI_INPUT_DEBUG_PLAYER)
        player->printDebugInfo();
    
    // build input_mask
    input_mask = input.readPlayerInput();
    
    // apply input if there was any
    if (input_mask)
        player->handleInput(input_mask);
}

void Graphics::do_redraw (void) {
    CL_GraphicContext *gc = get_gc();
    
    // White background
    gc->clear(CL_Color::white);

    // Draw the game
    state.draw(this, flags & GUI_INPUT_DISPLAY_WEAPON);

    // Flip window buffer, sync
    flip(1);
}

void Graphics::on_update (TimeMS tick_length) {
    // check keyboard input
    check_input();

    // redraw display
    do_redraw();
}