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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():
activeTool(NULL),
sim(NULL),
ren(NULL),
currentSave(NULL),
currentBrush(new Brush(ui::Point(4, 4)))
{
sim = new Simulation();
ren = new Renderer(ui::Engine::Ref().g, sim);
menuList.clear();
for(int i = 0; i < 12; i++)
{
menuList.push_back(new Menu((const char)sim->msections[i].icon[0], sim->msections[i].name));
}
//Build menus from Simulation elements
for(int i = 0; i < PT_NUM; i++)
{
if(sim->ptypes[i].menusection < 12 && sim->ptypes[i].enabled && sim->ptypes[i].menu)
{
Tool * tempTool = new ElementTool(i, sim->ptypes[i].name, PIXR(sim->ptypes[i].pcolors), PIXG(sim->ptypes[i].pcolors), PIXB(sim->ptypes[i].pcolors));
menuList[sim->ptypes[i].menusection]->AddTool(tempTool);
}
}
//Build other menus from wall data
for(int i = 0; i < UI_WALLCOUNT; i++)
{
Tool * tempTool = new ElementTool(i+UI_WALLSTART, "", PIXR(sim->wtypes[i].colour), PIXG(sim->wtypes[i].colour), PIXB(sim->wtypes[i].colour));
menuList[SC_WALL]->AddTool(tempTool);
//sim->wtypes[i]
}
activeTool = new ElementTool(1, "TURD", 0, 0, 0);
}
GameModel::~GameModel()
{
for(int i = 0; i < menuList.size(); i++)
{
for(int j = 0; i < menuList[i]->GetToolList().size(); i++)
{
delete menuList[i]->GetToolList()[j];
}
delete menuList[i];
}
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);
observer->NotifyMenuListChanged(this);
observer->NotifyToolListChanged(this);
}
void GameModel::SetActiveMenu(Menu * menu)
{
for(int i = 0; i < menuList.size(); i++)
{
if(menuList[i]==menu)
{
activeMenu = menu;
toolList = menu->GetToolList();
notifyToolListChanged();
}
}
}
vector<Tool*> GameModel::GetToolList()
{
return toolList;
}
Menu * GameModel::GetActiveMenu()
{
return activeMenu;
}
Tool * GameModel::GetActiveTool()
{
return activeTool;
}
void GameModel::SetActiveTool(Tool * tool)
{
activeTool = tool;
notifyActiveToolChanged();
}
vector<Menu*> GameModel::GetMenuList()
{
return menuList;
}
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);
}
}
void GameModel::notifyMenuListChanged()
{
for(int i = 0; i < observers.size(); i++)
{
observers[i]->NotifyMenuListChanged(this);
}
}
void GameModel::notifyToolListChanged()
{
for(int i = 0; i < observers.size(); i++)
{
observers[i]->NotifyToolListChanged(this);
}
}
void GameModel::notifyActiveToolChanged()
{
for(int i = 0; i < observers.size(); i++)
{
observers[i]->NotifyActiveToolChanged(this);
}
}
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