Fix include guard position. Move contents of Grid.*pp to Gameplay.*pp to avoid a circular dependency.

This commit is contained in:
Tim Schubert 2016-01-24 13:56:38 +01:00
parent ac0d35e053
commit 100065e158
11 changed files with 536 additions and 528 deletions

View file

@ -21,13 +21,13 @@ void Game::handle_event(SDL_Event *event)
}
break;
case SDL_MOUSEMOTION:
grid->handle_event(event);
grid->handle_event(event, this->event_context);
break;
case SDL_MOUSEWHEEL:
grid->handle_event(event);
grid->handle_event(event, this->event_context);
break;
case SDL_MOUSEBUTTONDOWN:
grid->handle_event(event);
grid->handle_event(event, this->event_context);
break;
case SDL_KEYDOWN:
switch (event->key.keysym.sym)
@ -73,6 +73,14 @@ void Game::handle_event(SDL_Event *event)
break;
}
break;
case SDL_USEREVENT:
switch (event->type - this->event_context->base_event)
{
case BOB_NEXTTURNEVENT:
this->grid->handle_event(event, this->event_context);
default:
break;
}
default:
break;
}
@ -86,15 +94,15 @@ int Game::game_loop()
Uint32 frame_counter = 0;
while (!this->quit)
{
if (move_timer->get_timer() > 16)
if (this->move_timer->get_timer() > 16)
{
move_timer->reset_timer();
this->move_timer->reset_timer();
SDL_Point move_by = {(this->move[1] - this->move[3]) * 20, (this->move[0] - this->move[2]) * 20};
this->grid->move(move_by);
}
if (frame_timer->get_timer() > 255)
if (this->frame_timer->get_timer() > 255)
{
fps = frame_counter / (frame_timer->reset_timer() / 1000.0);
fps = frame_counter / (this->frame_timer->reset_timer() / 1000.0);
frame_counter = 0;
this->test_box->load_text(std::to_string(fps));
}