Make MapContext keep a complete copy of the map

This commit is contained in:
Matthias Schiffer 2014-09-24 17:39:36 +02:00
parent aadcecf202
commit efa8640aab
8 changed files with 36 additions and 45 deletions

View file

@ -31,18 +31,15 @@ namespace RPGEdit {
namespace Control {
MapContext::MapContext(EventBus *eventBus0, InputHandler *inputHandler0, View::MapView *view0, const std::shared_ptr<const Model::Map> &map0)
: eventBus(eventBus0), inputHandler(inputHandler0), view(view0), map(map0) {
for (const Model::Entity &entity : map->getEntities())
entities.emplace_back(new Model::Entity(entity));
MapContext::MapContext(EventBus *eventBus0, InputHandler *inputHandler0, const std::shared_ptr<View::Window> &window, const Model::Map &map0)
: eventBus(eventBus0), inputHandler(inputHandler0), map(map0) {
view = std::unique_ptr<View::MapView>(new View::MapView(window, map.getTileset()));
playerEntity = new Model::Entity("square");
map.getEntities().emplace_back("square");
playerEntity = &map.getEntities().back();
playerEntity->moveTo(Model::Position{8, 8});
entities.emplace_back(playerEntity);
view->updateEntities(entities);
view->updateEntities(map.getEntities());
inputHandler->registerListener(
[this] (uint16_t key, bool pressed, uint64_t time) {

View file

@ -44,11 +44,9 @@ private:
EventBus *const eventBus;
InputHandler *const inputHandler;
View::MapView *const view;
std::unique_ptr<View::MapView> view;
std::shared_ptr<const Model::Map> map;
std::vector<std::unique_ptr<Model::Entity>> entities;
Model::Map map;
Model::Entity *playerEntity;
void movePlayer(Model::Direction dir, uint64_t time);
@ -60,10 +58,10 @@ private:
}
public:
MapContext(EventBus *eventBus0, InputHandler *inputHandler0, View::MapView *view0, const std::shared_ptr<const Model::Map> &map0);
MapContext(EventBus *eventBus0, InputHandler *inputHandler0, const std::shared_ptr<View::Window> &window, const Model::Map &map0);
void render(uint64_t time) {
view->render(entities, getViewPosition(time), time);
view->render(&map, getViewPosition(time), time);
}
};

View file

@ -99,12 +99,11 @@ void RPGEdit::eventLoop() {
}
void RPGEdit::run() {
std::shared_ptr<Model::Map> map = Model::Map::load("test");
std::unique_ptr<Model::Map> map = Model::Map::load("test");
window = std::make_shared<View::Window>();
mapView = std::make_shared<View::MapView>(window, map);
ctx = std::make_shared<MapContext>(&eventBus, &inputHandler, mapView.get(), map);
ctx = std::make_shared<MapContext>(&eventBus, &inputHandler, window, *map);
eventThread = std::thread([this] { eventLoop(); });

View file

@ -46,10 +46,9 @@ private:
EventBus eventBus;
InputHandler inputHandler;
std::shared_ptr<MapContext> ctx;
std::shared_ptr<View::Window> window;
std::shared_ptr<View::MapView> mapView;
std::shared_ptr<MapContext> ctx;
std::thread eventThread;
std::mutex modelMutex;

View file

@ -31,8 +31,8 @@ namespace RPGEdit {
namespace Model {
std::shared_ptr<Map> Map::load(__attribute__((unused)) const std::string &name) {
std::shared_ptr<Map> map(new Map(16, 16, 2));
std::unique_ptr<Map> Map::load(__attribute__((unused)) const std::string &name) {
std::unique_ptr<Map> map(new Map(16, 16, 2));
map->tileset.push_back("dirt");
map->tileset.push_back("horizontal_bar");

View file

@ -27,6 +27,7 @@
#pragma once
#include <cstdint>
#include <deque>
#include <memory>
#include <stdexcept>
#include <vector>
@ -44,7 +45,7 @@ private:
size_t width, height;
std::vector<std::vector<uint32_t>> tiles;
std::vector<Entity> entities;
std::deque<Entity> entities;
Map(size_t width0, size_t height0, size_t layers)
@ -62,11 +63,11 @@ public:
return tileset;
}
std::vector<Entity> & getEntities() {
std::deque<Entity> & getEntities() {
return entities;
}
const std::vector<Entity> & getEntities() const {
const std::deque<Entity> & getEntities() const {
return entities;
}
@ -96,7 +97,7 @@ public:
return tiles[layer][y*width + x];
}
static std::shared_ptr<Map> load(const std::string &name);
static std::unique_ptr<Map> load(const std::string &name);
};
}

View file

@ -31,9 +31,8 @@ namespace RPGEdit {
namespace View {
MapView::MapView(const std::shared_ptr<Window> &window0,
const std::shared_ptr<const Model::Map> &map0)
: window(window0), map(map0) {
MapView::MapView(const std::shared_ptr<Window> &window0, const std::vector<std::string> &tileset)
: window(window0) {
uint32_t rmask, gmask, bmask, amask;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
@ -50,8 +49,6 @@ MapView::MapView(const std::shared_ptr<Window> &window0,
SpriteCache *spriteCache = window->getSpriteCache();
const std::vector<std::string> &tileset = map->getTileset();
SDL_Surface *surface = SDL_CreateRGBSurface(0, getTileSize()*tileset.size(), getTileSize(), 32, rmask, gmask, bmask, amask);
for (size_t i = 0; i < tileset.size(); i++) {
@ -79,11 +76,11 @@ MapView::~MapView() {
clearEntities();
}
void MapView::updateEntities(const std::vector<std::unique_ptr<Model::Entity>> &entities) {
void MapView::updateEntities(const std::deque<Model::Entity> &entities) {
SpriteCache *spriteCache = window->getSpriteCache();
for (auto &entity : entities) {
const std::string &name = entity->getName();
const std::string &name = entity.getName();
if (!entitySprites[name])
entitySprites[name] = SDL_CreateTextureFromSurface(window->getRenderer(), spriteCache->get("entity", name));
@ -91,13 +88,13 @@ void MapView::updateEntities(const std::vector<std::unique_ptr<Model::Entity>> &
}
void MapView::clearEntities() {
for (const std::pair<std::string, SDL_Texture *> &entity : entitySprites)
for (auto &entity : entitySprites)
SDL_DestroyTexture(entity.second);
entitySprites.clear();
}
void MapView::render(const std::vector<std::unique_ptr<Model::Entity>> &entities, Model::Position center, uint64_t time) {
void MapView::render(const Model::Map *map, Model::Position center, uint64_t time) {
SDL_RenderClear(window->getRenderer());
std::pair<int, int> viewport = window->getViewport();
@ -139,9 +136,9 @@ void MapView::render(const std::vector<std::unique_ptr<Model::Entity>> &entities
}
}
for (const std::unique_ptr<Model::Entity> &entity : entities) {
Model::Position pos = entity->getPosition(time);
Model::Direction dir = entity->getDirection();
for (auto &entity : map->getEntities()) {
Model::Position pos = entity.getPosition(time);
Model::Direction dir = entity.getDirection();
SDL_Rect src = {
.x = getTileSize()*dir,
@ -157,7 +154,7 @@ void MapView::render(const std::vector<std::unique_ptr<Model::Entity>> &entities
.h = tilePixels,
};
SDL_RenderCopy(window->getRenderer(), entitySprites[entity->getName()], &src, &dst);
SDL_RenderCopy(window->getRenderer(), entitySprites[entity.getName()], &src, &dst);
}
}

View file

@ -41,7 +41,6 @@ namespace View {
class MapView {
private:
std::shared_ptr<Window> window;
std::shared_ptr<const Model::Map> map;
SDL_Texture *tiles;
std::map<std::string, SDL_Texture *> entitySprites;
@ -51,14 +50,15 @@ private:
}
public:
MapView(const std::shared_ptr<Window> &window0,
const std::shared_ptr<const Model::Map> &map0);
MapView(const std::shared_ptr<Window> &window0, const std::vector<std::string> &tileset);
~MapView();
void updateEntities(const std::vector<std::unique_ptr<Model::Entity>> &entities);
void updateEntities(const std::deque<Model::Entity> &entities);
void clearEntities();
void render(const std::vector<std::unique_ptr<Model::Entity>> &entities, Model::Position center, uint64_t time);
void clear();
void render(const Model::Map *map, Model::Position center, uint64_t time);
};
}