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youtube:cpp-intro-038 [2024/02/28 18:26] – 削除 - 外部編集 (不明な日付) 127.0.0.1youtube:cpp-intro-038 [2024/02/29 11:54] (現在) – [Tetris Take 6] freemikan
行 1: 行 1:
 +====== Tetris Take 6 ======
  
 +作成日: 2023-07-23 (日)
 +
 +[[https://youtu.be/YLl0B9gTJPQ|初心者によるC++入門 #38 ブロックが積もるようにする]]
 +
 +{{:youtube:tetris_take6.gif|}}
 +
 +==== main.cpp ====
 +
 +<file cpp>
 +#include <SDL2/SDL.h>
 +#include <iostream>
 +
 +#include "board.h"
 +#include "gfxaux.h"
 +#include "piece.h"
 +#include "player.h"
 +#include "eventprocessor.h"
 +#include "keyboardstate.h"
 +
 +void process_commands(Player::CommandQueue &command_queue,
 +                      Piece &piece,
 +                      BlockList const &dead_blocks) {
 +    while (!command_queue.empty()) {
 +        Player::Action action = command_queue.front();
 +        switch (action) {
 +        case Player::Action::MoveLeft:
 +            piece.move_left();
 +            if (piece.is_overlapping(dead_blocks)) {
 +                piece.move_right();
 +            }
 +            break;
 +        case Player::Action::MoveRight:
 +            piece.move_right();
 +            if (piece.is_overlapping(dead_blocks)) {
 +                piece.move_left();
 +            }
 +            break;
 +        default:
 +            break;
 +        }
 +        command_queue.pop();
 +    }
 +}
 +
 +void process_piece_stuck(Piece &piece, BlockList &dead_blocks, APoint const &piece_spawn_position) {
 +    if (piece.is_stuck()) {
 +        piece.detach_blocks(dead_blocks);
 +        piece.generate_next_shape();
 +        piece.reset_position(piece_spawn_position);
 +    }
 +}
 +
 +int main(int argc, char **argv) {
 +    auto *WindowTitle = "TETRIS take 6";
 +    int const ScreenWidth = 600;  // px
 +    int const ScreenHeight = 550; // px
 +    int const MsecsPerUpdate = 16;
 +    
 +    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
 +        std::cerr << "Error: init SDL\n";
 +        std::exit(1);
 +    }
 +    
 +    SDL_Window *window = SDL_CreateWindow(
 +            WindowTitle,
 +            SDL_WINDOWPOS_CENTERED,
 +            SDL_WINDOWPOS_CENTERED,
 +            ScreenWidth,
 +            ScreenHeight,
 +            0);
 +    if (window == nullptr) {
 +        std::cerr << "Error: create window\n";
 +        std::exit(1);
 +    }
 +    
 +    SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
 +    if (renderer == nullptr) {
 +        std::cerr << "Error: create renderer\n";
 +        std::exit(1);
 +    }
 +    
 +    // setup game
 +    BoardInfo board {
 +        10, 20,
 +        24, 24,
 +        SDL_Point{10, 10}
 +    };
 +    
 +    APoint const piece_spawn_position{3, 0};
 +    
 +    EventProcessor event_processor;
 +    Fence fence = setup_fence(board, Gray, White);
 +    CoordMediator coord_mediator{&board};
 +    Piece test_piece{&coord_mediator, piece_spawn_position, 0.1, 40};
 +    KeyboardState keyboard_state;
 +    Player player{&test_piece, &keyboard_state};
 +    player.install_action(Player::Action::MoveLeft, SDL_SCANCODE_LEFT);
 +    player.install_action(Player::Action::MoveRight, SDL_SCANCODE_RIGHT);
 +    Player::CommandQueue command_queue;
 +    
 +    BlockList dead_blocks;
 +
 +    // game loop
 +    while (!event_processor.should_quit_game()) {
 +        Uint32 start = SDL_GetTicks();
 +        
 +        // process events
 +        event_processor.process();
 +        keyboard_state.update();
 +        
 +        // update
 +        player.update(command_queue);
 +        process_commands(command_queue, test_piece, dead_blocks);
 +        test_piece.update(dead_blocks);
 +        process_piece_stuck(test_piece, dead_blocks, piece_spawn_position);
 +        
 +        // render
 +        SDL_SetRenderDrawColor(renderer, 100, 100, 255, 255);
 +        SDL_RenderClear(renderer);
 +
 +        draw_fence(renderer, fence);
 +        test_piece.draw(renderer);
 +        draw_blocks(renderer, dead_blocks, RenderStates{});
 +        
 +        SDL_RenderPresent(renderer);
 +
 +        // synch frame rate
 +        Uint32 next_start = start + MsecsPerUpdate;
 +        Uint32 current = SDL_GetTicks();
 +        if (next_start >= current) {
 +            SDL_Delay(next_start - current);
 +        }
 +    }
 +    
 +    SDL_DestroyRenderer(renderer);
 +    SDL_DestroyWindow(window);
 +    SDL_Quit();
 +
 +    return 0;
 +}
 +</file>
 +
 +==== rectaux.h ====
 +
 +<file cpp>
 +#ifndef RECTAUX_H
 +#define RECTAUX_H
 +
 +using APoint = SDL_Point;
 +using APointF = SDL_FPoint;
 +using PPoint = SDL_Point;
 +
 +#endif
 +</file>
 +
 +==== gfxaux.h ====
 +
 +<file cpp>
 +#ifndef GFXAUX_H
 +#define GFXAUX_H
 +
 +#include <SDL2/SDL.h>
 +
 +SDL_Color const Gray{128, 128, 128, 255};
 +SDL_Color const White{255, 255, 255, 255};
 +
 +void draw_rectangle(SDL_Renderer *renderer, SDL_Rect const &rect, SDL_Color const &fc, SDL_Color const &oc);
 +
 +struct RenderStates {
 +    float tx = 0;
 +    float ty = 0;
 +};
 +
 +#endif
 +</file>
 +
 +==== gfxaux.cpp ====
 +
 +<file cpp>
 +#include "gfxaux.h"
 +
 +void draw_rectangle(SDL_Renderer *renderer, SDL_Rect const &rect, SDL_Color const &fc, SDL_Color const &oc) {
 +    SDL_SetRenderDrawColor(renderer, fc.r, fc.g, fc.b, fc.a);
 +    SDL_RenderFillRect(renderer, &rect);
 +    SDL_SetRenderDrawColor(renderer, oc.r, oc.g, oc.b, oc.a);
 +    SDL_RenderDrawRect(renderer, &rect);
 +}
 +</file>
 +
 +==== board.h ====
 +
 +<file cpp>
 +#ifndef BOARD_H
 +#define BOARD_H
 +
 +#include "cell.h"
 +#include "rectaux.h"
 +#include <SDL2/SDL.h>
 +#include <vector>
 +
 +struct BoardInfo {
 + int arena_width;
 + int arena_height;
 + int cell_width;
 + int cell_height;
 + PPoint position;
 +};
 +
 +class CoordMediator {
 +public:
 +    CoordMediator(BoardInfo const *board);
 +    PPoint arena_to_pixel(APoint const &arena) const;
 +    PPoint arena_to_pixel(APointF const &arena) const;
 +    APoint pixel_to_arena(PPoint const &pixel) const;
 +    PPoint arena_origin_px() const;
 +    int arena_top() const;
 +    int arena_bottom() const;
 +    int arena_left() const;
 +    int arena_right() const;
 +
 +    BoardInfo const *board_info() const;
 +
 +private:
 +    BoardInfo const *board_;
 +};
 +
 +using Fence = std::vector<Cell>;
 +
 +Fence setup_fence(BoardInfo const &board,
 +   SDL_Color const &fill_color,
 +   SDL_Color const &outline_color);
 +
 +void draw_fence(SDL_Renderer *renderer, Fence const &fence);
 +
 +#endif
 +</file>
 +
 +==== board.cpp ====
 +
 +<file cpp>
 +#include "board.h"
 +
 +#include "gfxaux.h"
 +#include "cell.h"
 +
 +CoordMediator::CoordMediator(BoardInfo const *board)
 +    : board_{board}
 +{}
 +
 +SDL_Point CoordMediator::arena_to_pixel(SDL_Point const &arena) const {
 +    int x = arena.x * board_->cell_width;
 +    int y = arena.y * board_->cell_height;
 +    return {x, y};
 +}
 +
 +SDL_Point CoordMediator::arena_to_pixel(SDL_FPoint const &arena) const {
 +    int x = static_cast<int>(arena.x * board_->cell_width);
 +    int y = static_cast<int>(arena.y * board_->cell_height);
 +    return {x, y};
 +}
 +
 +SDL_Point CoordMediator::pixel_to_arena(SDL_Point const &pixel) const {
 +    int x = pixel.x / board_->cell_width;
 +    int y = pixel.y / board_->cell_height;
 +    return {x, y};
 +}
 +
 +SDL_Point CoordMediator::arena_origin_px() const {
 +    int x = board_->position.x + board_->cell_width;
 +    int y = board_->position.y;
 +    return {x, y};
 +}
 +
 +int CoordMediator::arena_top() const {
 +    return 0;
 +}
 +
 +int CoordMediator::arena_bottom() const {
 +    return arena_top() + board_->arena_height - 1;
 +}
 +
 +int CoordMediator::arena_left() const {
 +    return 0;
 +}
 +int CoordMediator::arena_right() const {
 +    return arena_left() + board_->arena_width - 1;
 +}
 +
 +BoardInfo const *CoordMediator::board_info() const {
 +    return board_;
 +}
 +
 +Fence setup_fence(BoardInfo const &board,
 +   SDL_Color const &fill_color,
 +   SDL_Color const &outline_color) {
 + Fence fence;
 +
 + // left wall
 + for (int i{}; i < board.arena_height; ++i) {
 + SDL_Point pt{0, i * board.cell_height};
 + fence.emplace_back(&board, board.position, pt, fill_color, outline_color);
 + }
 +
 + // right wall
 + for (int i{}; i < board.arena_height; ++i) {
 + SDL_Point pt{(board.arena_width + 1) * board.cell_width, i * board.cell_height};
 + fence.emplace_back(&board, board.position, pt, fill_color, outline_color);
 + }
 +
 + // floor
 + for (int i{}; i < board.arena_width + 2; ++i) {
 + SDL_Point pt{i * board.cell_width, board.arena_height * board.cell_height};
 + fence.emplace_back(&board, board.position, pt, fill_color, outline_color);
 + }
 +
 + return fence;
 +}
 +
 +void draw_fence(SDL_Renderer *renderer, Fence const &fence) {
 +    RenderStates states{};
 + for (Cell const &cell : fence) {
 + cell.draw(renderer, states);
 + }
 +}
 +</file>
 +
 +==== cell.h ====
 +
 +<file cpp>
 +#ifndef CELL_H
 +#define CELL_H
 +
 +#include <SDL2/SDL.h>
 +
 +struct BoardInfo;
 +struct RenderStates;
 +
 +class Cell {
 +public:
 +    Cell(BoardInfo const *board,
 +         SDL_Point const &origin,
 +         SDL_Point const &position,
 +         SDL_Color const &fill_color,
 +         SDL_Color const &outline_color);
 +    ~Cell() = default;
 +    
 +    SDL_Point global_position() const;
 +    SDL_Point local_position() const;
 +    
 +    void draw(SDL_Renderer *renderer, RenderStates states) const;
 +
 +private:
 +    BoardInfo const *board_;
 +    SDL_Point origin_;
 +    SDL_Point position_;
 +    SDL_Color fill_color_;
 +    SDL_Color outline_color_;
 +};
 +
 +#endif
 +</file>
 +
 +==== cell.cpp ====
 +
 +<file cpp>
 +#include "cell.h"
 +
 +#include "gfxaux.h"
 +#include "board.h"
 +
 +Cell::Cell(BoardInfo const *board,
 +           SDL_Point const &origin,
 +           SDL_Point const &position,
 +           SDL_Color const &fill_color,
 +           SDL_Color const &outline_color)
 +        : board_{board}
 +        , origin_{origin}
 +        , position_{position}
 +        , fill_color_{fill_color}
 +        , outline_color_{outline_color} {
 +}
 +
 +SDL_Point Cell::global_position() const {
 +    return {origin_.x + position_.x, origin_.y + position_.y};
 +}
 +
 +SDL_Point Cell::local_position() const {
 +    return position_;
 +}
 +
 +void Cell::draw(SDL_Renderer *renderer, RenderStates states) const {
 +    auto [x, y] = global_position();
 +    SDL_Rect rect{x + static_cast<int>(states.tx),
 +                  y + static_cast<int>(states.ty),
 +                  board_->cell_width, board_->cell_height};
 +    draw_rectangle(renderer, rect, fill_color_, outline_color_);
 +}
 +</file>
 +
 +==== block.h ====
 +
 +<file cpp>
 +#ifndef BLOCK_H
 +#define BLOCK_H
 +
 +#include "cell.h"
 +#include "rectaux.h"
 +#include <SDL2/SDL.h>
 +#include <vector>
 +
 +struct RenderStates;
 +class CoordMediator;
 +class Piece;
 +
 +class Block {
 +public:
 +    Block(CoordMediator const *coord_mediator,
 +          APoint const &position,
 +          SDL_Color const &fc,
 +          SDL_Color const &oc,
 +          Piece const *parent = nullptr);
 +
 +    void draw(SDL_Renderer *renderer, RenderStates states) const;
 +    APoint local_position() const;
 +    APoint global_position() const;
 +    void detach_from_parent();
 +
 +private:
 +    Cell cell_;
 +    CoordMediator const *coord_mediator_;
 +    APoint position_;
 +    Piece const *parent_;
 +};
 +
 +using BlockList = std::vector<Block>;
 +
 +void draw_blocks(SDL_Renderer *renderer, BlockList const &blocks, RenderStates states);
 +
 +#endif
 +</file>
 +
 +==== block.cpp ====
 +
 +<file cpp>
 +#include "block.h"
 +
 +#include "gfxaux.h"
 +#include "board.h"
 +#include "piece.h"
 +
 +namespace {
 +Cell create_cell(CoordMediator const *mediator,
 +                 SDL_Color const &fc,
 +                 SDL_Color const &oc) {
 +    auto *board = mediator->board_info();
 +    auto origin = mediator->arena_origin_px();
 +    return Cell{board, origin, APoint{0, 0}, fc, oc};
 +}
 +} // ns anon 
 +
 +Block::Block(CoordMediator const *coord_mediator,
 +             APoint const &position,
 +             SDL_Color const &fc,
 +             SDL_Color const &oc,
 +             Piece const *parent)
 +        : cell_{create_cell(coord_mediator, fc, oc)}
 +        , coord_mediator_{coord_mediator}
 +        , position_{position}
 +        , parent_{parent}
 +{}
 +      
 +void Block::draw(SDL_Renderer *renderer, RenderStates states) const {
 +    SDL_FPoint tt;
 +    tt.x = states.tx + position_.x;
 +    tt.y = states.ty + position_.y;
 +    auto [tx, ty] = coord_mediator_->arena_to_pixel(tt);
 +    cell_.draw(renderer, RenderStates{float(tx), float(ty)});
 +}
 +
 +APoint Block::local_position() const {
 +    return position_;
 +}
 +
 +APoint Block::global_position() const {
 +    if (parent_ == nullptr) {
 +        return position_;
 +    }
 +    auto [px, py] = parent_->global_position();
 +    return {px + position_.x, py + position_.y};
 +}
 +
 +void Block::detach_from_parent() {
 +    position_ = global_position();
 +    parent_ = nullptr;
 +}
 +
 +void draw_blocks(SDL_Renderer *renderer, BlockList const &blocks, RenderStates states) {
 +    for (auto &block : blocks) {
 +        block.draw(renderer, states);
 +    }
 +}</file>
 +
 +==== piece.h ====
 +
 +<file cpp>
 +#ifndef PIECE_H
 +#define PIECE_H
 +
 +#include "block.h"
 +#include "rectaux.h"
 +#include <SDL2/SDL.h>
 +#include <vector>
 +
 +class CoordMediator;
 +
 +class Piece {
 +public:
 +    Piece(CoordMediator const *coord_mediator,
 +          APoint const &position,
 +          float falling_speed,
 +          unsigned stuck_delay);
 +    
 +    void draw(SDL_Renderer *renderer) const;
 +    APoint local_position() const;
 +    APoint global_position() const;
 +    void update(BlockList const &dead_blocks);
 +
 +    bool move_left();
 +    bool move_right();
 +
 +    bool is_stuck() const;
 +    void detach_blocks(BlockList &destination);
 +    void reset_position(APoint const &position);
 +    void generate_next_shape();
 +    bool is_overlapping(BlockList const &dead_blocks) const;
 +
 +private:
 +    int top() const;
 +    int bottom() const;
 +    int left() const;
 +    int right() const;
 +    bool is_landing(BlockList const &dead_blocks) const;
 +
 +private:
 +    BlockList blocks_;
 +    unsigned stuck_count_;
 +    CoordMediator const *coord_mediator_;
 +    APoint position_;
 +    float falling_speed_;
 +    float fy_;
 +    unsigned stuck_delay_;
 +};
 +
 +#endif
 +</file>
 +
 +==== piece.cpp ====
 +
 +<file cpp>
 +#include "piece.h"
 +
 +#include "gfxaux.h"
 +#include "board.h"
 +#include "block.h"
 +#include <cmath>
 +#include <cassert>
 +#include <algorithm>
 +
 +namespace {
 +bool comp_block_x(Block const &a, Block const &b) {
 +    return a.local_position().x < b.local_position().x;
 +}
 +
 +bool comp_block_y(Block const &a, Block const &b) {
 +    return a.local_position().y < b.local_position().y;
 +}
 +} // ns anon
 +
 +Piece::Piece(CoordMediator const *coord_mediator,
 +             APoint const &position,
 +             float falling_speed,
 +             unsigned stuck_delay)
 +        : stuck_count_{0}
 +        , coord_mediator_{coord_mediator}
 +        , position_{}
 +        , falling_speed_{falling_speed}
 +        , fy_{}
 +        , stuck_delay_{stuck_delay} {
 +    reset_position(position);
 +    generate_next_shape();
 +}
 +
 +void Piece::draw(SDL_Renderer *renderer) const {
 +    RenderStates states{float(position_.x), fy_};
 +    draw_blocks(renderer, blocks_, states);
 +}
 +
 +APoint Piece::local_position() const {
 +    return position_;
 +}
 +
 +APoint Piece::global_position() const {
 +    return position_;
 +}
 +
 +void Piece::update(BlockList const &dead_blocks) {
 +    if (is_landing(dead_blocks)) {
 +        fy_ = std::trunc(fy_);
 +        ++stuck_count_;
 +    } else {
 +        fy_ += falling_speed_;
 +        position_.y = static_cast<int>(fy_);
 +        stuck_count_ = 0;
 +    }
 +}
 +
 +bool Piece::move_left() {
 +    if (left() > coord_mediator_->arena_left()) {
 +        position_.x -= 1;
 +        return true;
 +    }
 +    return false;
 +}
 +
 +bool Piece::move_right() {
 +    if (right() < coord_mediator_->arena_right()) {
 +        position_.x += 1;
 +        return true;
 +    }
 +    return false;
 +}
 +
 +bool Piece::is_stuck() const {
 +    return stuck_count_ >= stuck_delay_;
 +}
 +
 +void Piece::detach_blocks(BlockList &destination) {
 +    for (auto &block : blocks_) {
 +        block.detach_from_parent();
 +    }
 +    std::move(blocks_.begin(), blocks_.end(),
 +        std::back_inserter(destination));
 +    blocks_.clear();
 +}
 +
 +void Piece::reset_position(APoint const &position) {
 +    position_ = position;
 +    fy_ = static_cast<float>(position_.y);
 +}
 +
 +void Piece::generate_next_shape() {
 +    SDL_Color fc = White;
 +    SDL_Color oc = Gray;
 +    blocks_.emplace_back(coord_mediator_, APoint{0, 0}, fc, oc, this);
 +    blocks_.emplace_back(coord_mediator_, APoint{1, 0}, fc, oc, this);
 +    blocks_.emplace_back(coord_mediator_, APoint{1, 1}, fc, oc, this);
 +    blocks_.emplace_back(coord_mediator_, APoint{2, 1}, fc, oc, this);
 +}
 +
 +int Piece::top() const {
 +    assert(!blocks_.empty());
 +    auto b = std::min_element(blocks_.begin(), blocks_.end(), comp_block_y);
 +    return b->global_position().y;
 +}
 +
 +int Piece::bottom() const {
 +    assert(!blocks_.empty());
 +    auto b = std::max_element(blocks_.begin(), blocks_.end(), comp_block_y);
 +    return b->global_position().y;
 +}
 +
 +int Piece::left() const {
 +    assert(!blocks_.empty());
 +    auto b = std::min_element(blocks_.begin(), blocks_.end(), comp_block_x);
 +    return b->global_position().x;
 +}
 +
 +int Piece::right() const {
 +    assert(!blocks_.empty());
 +    auto b = std::max_element(blocks_.begin(), blocks_.end(), comp_block_x);
 +    return b->global_position().x;
 +}
 +
 +bool Piece::is_landing(BlockList const &dead_blocks) const {
 +    if (bottom() >= coord_mediator_->arena_bottom()) {
 +        return true;
 +    }
 +    
 +    for (auto &myblock : blocks_) {
 +        for (auto &dead_block : dead_blocks) {
 +            auto [mx, my] = myblock.global_position();
 +            auto [dx, dy] = dead_block.global_position();
 +            if (mx == dx && my + 1 == dy) {
 +                return true;
 +            }
 +        }
 +    }
 +    
 +    return false;
 +}
 +
 +bool Piece::is_overlapping(BlockList const &dead_blocks) const {
 +    for (auto &myblock : blocks_) {
 +        for (auto &dead_block : dead_blocks) {
 +            auto mx = myblock.global_position().x;
 +            auto [dx, dy] = dead_block.global_position();
 +            if (mx != dx) continue;
 +            
 +            float my = myblock.local_position().y + fy_;
 +            float diff = std::fabs(my - dy);
 +            if (diff < 0.6) {
 +                return true;
 +            }
 +        }
 +    }
 +    return false;
 +}
 +
 +</file>
 +
 +==== eventprocessor.h ====
 +
 +<file cpp>
 +#ifndef EVENTPROCESSOR_H
 +#define EVENTPROCESSOR_H
 +
 +class EventProcessor {
 +public:
 +    EventProcessor();
 +    
 +    void process();
 +    bool should_quit_game() const;
 +    
 +private:
 +    bool should_quit_;
 +};
 +
 +#endif
 +</file>
 +
 +==== eventprocessor.cpp ====
 +
 +<file cpp>
 +#include "eventprocessor.h"
 +
 +#include <SDL2/SDL.h>
 +
 +EventProcessor::EventProcessor()
 +    : should_quit_{false}
 +{}
 +
 +void EventProcessor::process() {
 +    SDL_Event event;
 +    while (SDL_PollEvent(&event)) {
 +        switch (event.type) {
 +        case SDL_QUIT:
 +            should_quit_ = true;
 +            break;
 +        case SDL_KEYDOWN:
 +            if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) {
 +                should_quit_ = true;
 +            }
 +            break;
 +        default:
 +            break;
 +        }
 +    }
 +}
 +
 +bool EventProcessor::should_quit_game() const {
 +    return should_quit_;
 +}
 +</file>
 +
 +==== keyboardstate.h ====
 +
 +<file cpp>
 +#ifndef KEYBOARDSTATE_H
 +#define KEYBOARDSTATE_H
 +
 +#include <SDL2/SDL.h>
 +#include <vector>
 +
 +class KeyboardState {
 +public:
 +    KeyboardState();
 +    
 +    void update();
 +    bool pressed(SDL_Scancode scancode) const;
 +    bool just_pressed(SDL_Scancode scancode) const;
 +    
 +private:
 +    void init();
 +
 +private:
 +    std::vector<Uint8> cur_state_;
 +    std::vector<Uint8> old_state_;
 +};
 +
 +#endif
 +</file>
 +
 +==== keyboardstate.cpp ====
 +
 +<file cpp>
 +#include "keyboardstate.h"
 +
 +#include <algorithm>
 +
 +KeyboardState::KeyboardState() {
 +    init();
 +}
 +
 +void KeyboardState::update() {
 +    int numkeys;
 +    auto *state = SDL_GetKeyboardState(&numkeys);
 +    
 +    if (old_state_.size() < cur_state_.size()) {
 +        old_state_.resize(cur_state_.size(), 0);
 +    }
 +    std::copy(cur_state_.begin(), cur_state_.end(), old_state_.begin());
 +    
 +    if (cur_state_.size() < static_cast<size_t>(numkeys)) {
 +        cur_state_.resize(numkeys, 0);
 +    }
 +    std::copy(state, state + numkeys, cur_state_.begin());
 +}
 +
 +bool KeyboardState::pressed(SDL_Scancode scancode) const {
 +    return cur_state_[scancode] == 1;
 +}
 +
 +bool KeyboardState::just_pressed(SDL_Scancode scancode) const {
 +    return old_state_[scancode] == 0 && cur_state_[scancode] == 1;
 +}
 +
 +void KeyboardState::init() {
 +    cur_state_.clear();
 +    old_state_.clear();
 +    
 +    int numkeys;
 +    auto *state = SDL_GetKeyboardState(&numkeys);
 +    cur_state_.resize(numkeys, 0);
 +    old_state_.resize(numkeys, 0);
 +    
 +    std::copy(state, state + numkeys, cur_state_.begin());
 +}
 +</file>
 +
 +==== player.h ====
 +
 +<file cpp>
 +#ifndef PLAYER_H
 +#define PLAYER_H
 +
 +#include <SDL2/SDL.h>
 +#include <map>
 +#include <queue>
 +
 +class Piece;
 +class KeyboardState;
 +
 +class Player {
 +public:
 +    enum class Action {
 +        MoveLeft,
 +        MoveRight,
 +        RotateLeft,
 +        RotateRight,
 +        SoftDrop,
 +        HardDrop,
 +    };
 +    
 +    using CommandQueue = std::queue<Action>;
 +
 +    Player(Piece *piece, KeyboardState const *keyboard);
 +    
 +    void update(CommandQueue &command_queue);
 +    void install_action(Action action, SDL_Scancode scancode);
 +    
 +private:
 +    bool just_pressed(Action action) const;
 +
 +private:
 +    std::map<Action, SDL_Scancode> action_map_;
 +    Piece *active_piece_;
 +    KeyboardState const *keyboard_;
 +};
 +
 +#endif
 +</file>
 +
 +==== player.cpp ====
 +
 +<file cpp>
 +#include "player.h"
 +
 +#include "piece.h"
 +#include "keyboardstate.h"
 +
 +Player::Player(Piece *piece, KeyboardState const *keyboard)
 +    : active_piece_{piece}
 +    , keyboard_{keyboard}
 +{
 +}
 +    
 +void Player::update(CommandQueue &command_queue) {
 +    for (auto [action, scancode] : action_map_) {
 +        if (keyboard_->just_pressed(scancode)) {
 +            command_queue.push(action);
 +        }
 +    }
 +}
 +
 +void Player::install_action(Action action, SDL_Scancode scancode) {
 +    action_map_.insert({action, scancode});
 +}
 +
 +bool Player::just_pressed(Action action) const {
 +    if (auto p = action_map_.find(action);
 +            p != action_map_.end()) {
 +        return keyboard_->just_pressed(p->second); 
 +    }
 +    return false;
 +}
 +</file>
 +
 +==== Makefile ====
 +
 +<file makefile>
 +SRCS = \
 + main.cpp \
 + board.cpp \
 + gfxaux.cpp \
 + cell.cpp \
 +    block.cpp \
 +    piece.cpp \
 +    player.cpp \
 +    keyboardstate.cpp \
 +    eventprocessor.cpp
 +    
 +OBJS = ${SRCS:%.cpp=%.o}
 +DEPS = ${SRCS:%.cpp=%.d}
 +EXECUTABLE = tetris.exe
 +CXXFLAGS = -std=c++20 -Wall
 +CPPFLAGS = -IC:\SDL2\include
 +LDFLAGS = -LC:\SDL2\lib
 +LDLIBS = -lmingw32 -lSDL2main -lSDL2
 +
 +.PHONY: all
 +all: ${EXECUTABLE}
 +
 +${EXECUTABLE}: ${OBJS}
 + ${CXX} -o $@ $^ ${LDFLAGS} ${LDLIBS}
 +
 +%.o: %.cpp
 + ${CXX} -c ${CXXFLAGS} -o $@ $< -MMD -MP ${CPPFLAGS}
 +
 +.PHONY: clean
 +clean:
 + ${RM} ${EXECUTABLE} ${OBJS} ${DEPS}
 +
 +-include ${DEPS}
 +</file>

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