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#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);
}
}
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