#include "interface/Engine.h" #include "GameModel.h" #include "GameView.h" #include "simulation/Simulation.h" #include "Renderer.h" #include "interface/Point.h" #include "Brush.h" GameModel::GameModel(): activeElement(1), sim(NULL), ren(NULL), currentSave(NULL), currentBrush(new Brush(ui::Point(4, 4))) { sim = new Simulation(); ren = new Renderer(ui::Engine::Ref().g, sim); } GameModel::~GameModel() { delete sim; delete ren; } Brush * GameModel::GetBrush() { return currentBrush; } void GameModel::AddObserver(GameView * observer){ observers.push_back(observer); observer->NotifySimulationChanged(this); observer->NotifyRendererChanged(this); observer->NotifyPausedChanged(this); observer->NotifySaveChanged(this); observer->NotifyBrushChanged(this); } int GameModel::GetActiveElement() { return activeElement; } void GameModel::SetActiveElement(int element) { activeElement = element; } Save * GameModel::GetSave() { return currentSave; } void GameModel::SetSave(Save * newSave) { currentSave = newSave; notifySaveChanged(); } Simulation * GameModel::GetSimulation() { return sim; } Renderer * GameModel::GetRenderer() { return ren; } void GameModel::SetPaused(bool pauseState) { sim->sys_pause = pauseState?1:0; notifyPausedChanged(); } bool GameModel::GetPaused() { return sim->sys_pause?true:false; } void GameModel::ClearSimulation() { sim->clear_sim(); } void GameModel::notifyRendererChanged() { for(int i = 0; i < observers.size(); i++) { observers[i]->NotifyRendererChanged(this); } } void GameModel::notifySaveChanged() { for(int i = 0; i < observers.size(); i++) { observers[i]->NotifySaveChanged(this); } } void GameModel::notifySimulationChanged() { for(int i = 0; i < observers.size(); i++) { observers[i]->NotifySimulationChanged(this); } } void GameModel::notifyPausedChanged() { for(int i = 0; i < observers.size(); i++) { observers[i]->NotifyPausedChanged(this); } } void GameModel::notifyBrushChanged() { for(int i = 0; i < observers.size(); i++) { observers[i]->NotifyBrushChanged(this); } }