#include "classicgame.h" #include "classicinputtype.h" #include "classictimeline.h" #include "spritecontainer.h" #include "classicnote.h" ClassicGame::ClassicGame() : _timeline(std::make_unique()) { _keys_to_buttons = { {sf::Keyboard::Up, Button::UP}, // Load from settings {sf::Keyboard::Right, Button::RIGHT}, {sf::Keyboard::Down, Button::DOWN}, {sf::Keyboard::Left, Button::LEFT}, {sf::Keyboard::W, Button::UP}, {sf::Keyboard::D, Button::RIGHT}, {sf::Keyboard::S, Button::DOWN}, {sf::Keyboard::A, Button::LEFT}, {sf::Keyboard::E, Button::SLIDER_RIGHT}, {sf::Keyboard::Q, Button::SLIDER_LEFT} }; _buttons_to_pressed_actions= { {Button::UP, Action::PRESS_UP}, {Button::RIGHT, Action::PRESS_RIGHT}, {Button::DOWN, Action::PRESS_DOWN}, {Button::LEFT, Action::PRESS_LEFT}, {Button::SLIDER_RIGHT, Action::PRESS_SLIDER_RIGHT}, {Button::SLIDER_LEFT, Action::PRESS_SLIDER_LEFT} }; _buttons_to_released_actions= { {Button::UP, Action::RELEASE_UP}, {Button::RIGHT, Action::RELEASE_RIGHT}, {Button::DOWN, Action::RELEASE_DOWN}, {Button::LEFT, Action::RELEASE_LEFT}, {Button::SLIDER_RIGHT, Action::RELEASE_SLIDER_RIGHT}, {Button::SLIDER_LEFT, Action::RELEASE_SLIDER_LEFT} }; } ClassicGame::~ClassicGame() {} void ClassicGame::run() { _timeline->fetchVisibleNotes(_sprite_container); _timeline->run(); } void ClassicGame::input(const sf::Event& event) { Action new_action = Action::NONE; microsec timestamp = _timeline->currentMusicOffset(); switch (event.type) { default: return; break; case sf::Event::KeyPressed: { if (_keys_to_buttons.find(event.key.code) != _keys_to_buttons.end()) new_action = getActionKeyPressed(_keys_to_buttons[event.key.code]); } break; case sf::Event::KeyReleased: { if (_keys_to_buttons.find(event.key.code) != _keys_to_buttons.end()) new_action = getActionKeyReleased(_keys_to_buttons[event.key.code]); } break; } auto note = _timeline->getActiveNote(); if (!_timeline->isExpired(note)) { (*note)->input(ClassicInputType(timestamp, new_action)); } } Action ClassicGame::getActionKeyPressed(Button button) const { return _buttons_to_pressed_actions.at(button); } Action ClassicGame::getActionKeyReleased(Button button) const { return _buttons_to_released_actions.at(button); } void ClassicGame::update() { _timeline->update(); _timeline->fetchVisibleNotes(_sprite_container); } void ClassicGame::draw(sf::RenderWindow& window) const { _timeline->drawVisibleNotes(window); }