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UpdateList.cpp
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UpdateList.cpp
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#include "UpdateList.h"
#define FRAME_DELAY sf::milliseconds(15)
/*
* Created by Stuart Irwin on 4/15/2019.
* Manages layers of nodes through update cycle
*/
//Static variables
Node *UpdateList::screen[MAXLAYER] = {NULL};
std::bitset<MAXLAYER> UpdateList::staticLayers;
std::bitset<MAXLAYER> UpdateList::pausedLayers;
std::vector<Node *> UpdateList::deleted;
std::atomic_int UpdateList::event_count = 0;
std::deque<sf::Event> UpdateList::event_queue;
std::unordered_map<sf::Event::EventType, std::vector<Node *>> UpdateList::listeners;
Node *UpdateList::camera = NULL;
sf::View UpdateList::viewPlayer;
WindowSize UpdateList::windowSize;
std::bitset<MAXLAYER> UpdateList::hiddenLayers;
Layer UpdateList::max = 0;
bool UpdateList::running = true;
//Add node to update cycle
void UpdateList::addNode(Node *next) {
Layer layer = next->getLayer();
if(layer >= MAXLAYER)
throw new std::invalid_argument(LAYERERROR);
if(layer > max)
max = layer;
if(screen[layer] == NULL)
screen[layer] = next;
else
screen[layer]->addNode(next);
}
//Get node in specific layer
Node *UpdateList::getNode(Layer layer) {
if(layer >= MAXLAYER)
throw new std::invalid_argument(LAYERERROR);
return screen[layer];
}
//Remove all nodes in layer
void UpdateList::clearLayer(Layer layer) {
if(layer >= MAXLAYER)
throw new std::invalid_argument(LAYERERROR);
Node *source = screen[layer];
while(source != NULL) {
source->setDelete();
source = source->getNext();;
}
}
//Add node to list connected to cetain event
void UpdateList::addListener(Node *item, sf::Event::EventType type) {
auto it = listeners.find(type);
if(it == listeners.end()) {
std::vector<Node *> vec = {item};
listeners.emplace(type, vec);
} else
it->second.push_back(item);
}
//Set camera to follow node
Node *UpdateList::setCamera(Node *follow, sf::Vector2f size, sf::Vector2f position) {
if(camera != NULL) {
camera->setSize(sf::Vector2i(size.x,size.y));
camera->setParent(follow);
} else
camera = new Node(0, sf::Vector2i(size.x,size.y), true, follow);
viewPlayer.setSize(size);
camera->setPosition(position);
return camera;
}
//Send signal message to all nodes in layer
void UpdateList::sendSignal(Layer layer, int id, Node *sender) {
Node *source = screen[layer];
while(source != NULL) {
source->recieveSignal(id, sender);
source = source->getNext();
}
}
//Send signal message to all nodes in game
void UpdateList::sendSignal(int id, Node *sender) {
for(int layer = 0; layer <= max; layer++)
sendSignal(layer, id, sender);
}
void UpdateList::staticLayer(Layer layer, bool _static) {
if(layer >= MAXLAYER)
throw new std::invalid_argument(LAYERERROR);
staticLayers[layer] = _static;
}
void UpdateList::pauseLayer(Layer layer, bool pause) {
if(layer >= MAXLAYER)
throw new std::invalid_argument(LAYERERROR);
pausedLayers[layer] = pause;
}
void UpdateList::hideLayer(Layer layer, bool hidden) {
if(layer >= MAXLAYER)
throw new std::invalid_argument(LAYERERROR);
hiddenLayers[layer] = hidden;
}
void UpdateList::loadTexture(sf::Texture* texture, std::string filename) {
if(!texture->loadFromFile(filename))
throw std::invalid_argument("Texture " + filename + " not found");
}
//Update all nodes in list
void UpdateList::update(double time) {
int count = event_count;
event_count -= count;
WindowSize size = windowSize;
for(int i = 0; i < count; i++) {
//Send event to marked listeners
sf::Event event = event_queue.back();
event_queue.pop_back();
auto it = listeners.find(event.type);
if(it != listeners.end())
for(Node *node : it->second)
node->recieveEvent(event, &size);
}
//Check collisions and updates
for(int layer = 0; layer <= max; layer++) {
Node *source = screen[layer];
if(!pausedLayers[layer]) {
//Check first node for deletion
if(source != NULL && source->isDeleted()) {
deleted.push_back(source);
source = source->getNext();
screen[layer] = source;
}
//For each node in layer order
while(source != NULL) {
if(staticLayers[layer] || camera == NULL || source->checkCollision(camera)) {
//Check each selected collision layer
int collisionLayer = 0;
for(int i = 0; i < (int)source->getCollisionLayers().count(); i++) {
while(!source->getCollisionLayer(collisionLayer))
collisionLayer++;
//Check collision box of each node
Node *other = screen[collisionLayer];
while(other != NULL) {
if(other != source && source->checkCollision(other))
source->collide(other, time);
other = other->getNext();
}
collisionLayer++;
}
//Update each object
source->update(time);
}
//Check next node for deletion
while(source->getNext() != NULL && source->getNext()->isDeleted()) {
deleted.push_back(source->getNext());
source->deleteNext();
}
source = source->getNext();
}
}
}
}
//Thread safe draw nodes in list
void UpdateList::draw(sf::RenderWindow &window) {
//Loop through list to delete
std::vector<Node *>::iterator it = deleted.begin();
while(it != deleted.end()) {
Node *node = *it;
it++;
delete node;
}
deleted.clear();
//Render each node in order
for(int layer = 0; layer <= max; layer++) {
Node *source = screen[layer];
if(!hiddenLayers[layer])
while(source != NULL) {
if(!source->isHidden() &&
(staticLayers[layer] || camera == NULL || source->checkCollision(camera))) {
//Check for parent node
if(source->getParent() != NULL) {
sf::Transform translation;
translation.translate(source->getParent()->getGPosition());
window.draw(*source, translation);
} else
window.draw(*source);
}
source = source->getNext();
}
}
}
//Seperate rendering thread
void UpdateList::renderingThread(std::string title) {
//Set frame rate manager
sf::Clock clock;
sf::Time nextFrame = clock.getElapsedTime();
std::cout << "Thread starting\n";
sf::RenderWindow window(sf::VideoMode::getDesktopMode(), title);
//Run rendering loop
while(window.isOpen()) {
//Calculate window size and scaling
float shiftX = viewPlayer.getSize().x / window.getSize().x;
float shiftY = viewPlayer.getSize().y / window.getSize().y;
int cornerX = viewPlayer.getCenter().x - viewPlayer.getSize().x/2;
int cornerY = viewPlayer.getCenter().y - viewPlayer.getSize().y/2;
windowSize = {shiftX, shiftY, cornerX, cornerY};
//Check event updates
sf::Event event;
while(window.pollEvent(event)) {
if(event.type == sf::Event::Closed)
window.close();
else if(listeners.find(event.type) != listeners.end()) {
event_queue.push_front(event);
event_count++;
}
//Adjust window size
if(event.type == sf::Event::Resized) {
if(camera == NULL) {
sf::Vector2f size(event.size.width, event.size.height);
viewPlayer.setSize(size);
}
std::cout << "Window Size: " << cornerX << "x" << cornerY << "\n";
}
}
if(!UpdateList::running)
window.close();
sf::Time time = clock.getElapsedTime();
if(time >= nextFrame) {
//Next update time
nextFrame = time + FRAME_DELAY;
//Set camera position
if(camera != NULL) {
viewPlayer.setCenter(camera->getGPosition());
window.setView(viewPlayer);
}
//Update window
window.clear();
UpdateList::draw(window);
window.display();
}
time = clock.getElapsedTime();
std::this_thread::sleep_for(
std::chrono::microseconds((nextFrame - time).asMicroseconds()));
}
std::cout << "Thread ending\n";
UpdateList::running = false;
}
#if __linux__
#include <X11/Xlib.h>
#define init XInitThreads
#else
#define init void
#endif
void UpdateList::startEngine(std::string title) {
init();
//Set frame rate manager
sf::Clock clock;
std::thread rendering(UpdateList::renderingThread, title);
sf::Time nextFrame = clock.getElapsedTime() + sf::milliseconds(FRAME_DELAY.asMilliseconds() / 2);
std::cout << "Starting\n";
//Initial update
for(Node *layer : screen) {
Node *source = layer;
while(source != NULL) {
source->update(0);
source = source->getNext();
}
}
//Run main window
sf::Time lastTime = clock.getElapsedTime();
while (UpdateList::running) {
//Manage frame rate
sf::Time time = clock.getElapsedTime();
if(time >= nextFrame) {
//Next update time
double delta = (time - lastTime).asSeconds();
lastTime = time;
nextFrame = time + FRAME_DELAY;
//Update nodes and sprites
UpdateList::update(delta);
}
time = clock.getElapsedTime();
std::this_thread::sleep_for(
std::chrono::microseconds((nextFrame - time).asMicroseconds()));
}
rendering.join();
}
void UpdateList::stopEngine() {
running = false;
}