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#include "classicgame.h"
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#include "classicinputtype.h"
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#include "classictimeline.h"
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#include "classicviewmanager.h"
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#include "classicnote.h"
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ClassicGame::ClassicGame() :
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_timeline(std::make_unique<ClassicTimeline>()),
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_view_manager(std::make_unique<ClassicViewManager>())
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{
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_font.loadFromFile("VeraMono.ttf");
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_keys_to_buttons =
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{
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{sf::Keyboard::Up, Button::UP}, // Load from settings
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{sf::Keyboard::Right, Button::RIGHT},
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{sf::Keyboard::Down, Button::DOWN},
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{sf::Keyboard::Left, Button::LEFT},
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{sf::Keyboard::W, Button::UP},
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{sf::Keyboard::D, Button::RIGHT},
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{sf::Keyboard::S, Button::DOWN},
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{sf::Keyboard::A, Button::LEFT},
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{sf::Keyboard::E, Button::SLIDER_RIGHT},
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{sf::Keyboard::Q, Button::SLIDER_LEFT}
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};
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_buttons_to_pressed_actions=
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{
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{Button::UP, Action::PRESS_UP},
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{Button::RIGHT, Action::PRESS_RIGHT},
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{Button::DOWN, Action::PRESS_DOWN},
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{Button::LEFT, Action::PRESS_LEFT},
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{Button::SLIDER_RIGHT, Action::PRESS_SLIDER_RIGHT},
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{Button::SLIDER_LEFT, Action::PRESS_SLIDER_LEFT}
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};
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_buttons_to_released_actions=
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{
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{Button::UP, Action::RELEASE_UP},
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{Button::RIGHT, Action::RELEASE_RIGHT},
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{Button::DOWN, Action::RELEASE_DOWN},
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{Button::LEFT, Action::RELEASE_LEFT},
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{Button::SLIDER_RIGHT, Action::RELEASE_SLIDER_RIGHT},
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{Button::SLIDER_LEFT, Action::RELEASE_SLIDER_LEFT}
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};
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}
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ClassicGame::~ClassicGame()
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{}
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void ClassicGame::run()
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{
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_timeline->fetchVisibleNotes(_view_manager);
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_timeline->run();
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}
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void ClassicGame::input(const sf::Event& event)
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{
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Action new_action = Action::NONE;
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microsec timestamp = _timeline->currentMusicOffset();
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switch (event.type)
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{
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default:
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return;
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break;
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case sf::Event::KeyPressed:
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{
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if (_keys_to_buttons.find(event.key.code) != _keys_to_buttons.end())
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new_action = getActionKeyPressed(_keys_to_buttons[event.key.code]);
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}
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break;
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case sf::Event::KeyReleased:
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{
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if (_keys_to_buttons.find(event.key.code) != _keys_to_buttons.end())
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new_action = getActionKeyReleased(_keys_to_buttons[event.key.code]);
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}
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break;
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}
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auto note = _timeline->getActiveNote();
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if (!_timeline->isExpired(note) || (*note)->state() != ClassicNote::State::DEAD)
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{
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auto grade = (*note)->input(ClassicInputType(timestamp, new_action));
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sf::Text new_grade;
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new_grade.setFillColor(sf::Color::White);
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new_grade.setPosition((*note)->getCoordinates().x, (*note)->getCoordinates().y - 40);
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switch (grade)
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{
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case ClassicNote::Grade::PERFECT:
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new_grade.setString("PERFECT"); break;
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case ClassicNote::Grade::GOOD:
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new_grade.setString("GOOD"); break;
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case ClassicNote::Grade::BAD:
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new_grade.setString("BAD"); break;
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}
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new_grade.setFont(_font);
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_grades.emplace_back(new_grade);
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}
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}
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Action ClassicGame::getActionKeyPressed(Button button) const
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{
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return _buttons_to_pressed_actions.at(button);
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}
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Action ClassicGame::getActionKeyReleased(Button button) const
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{
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return _buttons_to_released_actions.at(button);
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}
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void ClassicGame::update()
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{
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_timeline->update();
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_timeline->fetchVisibleNotes(_view_manager);
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for (auto& grade : _grades)
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{
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if (grade.getFillColor().a > 20)
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{
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grade.setFillColor(sf::Color(255, 255, 255, grade.getFillColor().a - 20));
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}
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}
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_grades.remove_if([](const auto& grade) { return grade.getFillColor().a <= 20; });
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}
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void ClassicGame::draw(sf::RenderWindow& window) const
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{
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_timeline->drawVisibleNotes(window);
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for (auto& grade : _grades)
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{
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window.draw(grade);
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}
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}
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