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📄 controller.cpp

📁 也是一个基于S60的源代码
💻 CPP
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// controller.cpp
//
// Copyright (c) 2000 Symbian Ltd.  All rights reserved.
//

#include "controller.h"
#include "view.h"

#include <eikenv.h>
#include <eiklabel.h>
#include <s32mem.h>

enum TPanic {
	EInitiateNotBlank,
	EListenNotBlank,
	ERestartNotFinished,
	ESetGdpNotBlank,
	ESetPrefBadState,
	EHitFleetNotMyTurn,
	EAbandonNotMyTurn,
	EResendBadState,
	EBindBadState,
	ESendStartNoPrefs,
	EHandleRequestBadOpcode,
	EHandleResponseBadOpcode,
	EHandleRestartReqNotFinished,
	EHandleStartReqNotAccepting,
	EHandleAbandondReqNotOppTurn,
	EHandleHitReqNotOppTurn,
	EHandleStartRespNotStarting,
	EHandleHitRespNotOppTurn,
	EHitFleetAlreadyKnown,
	};

static void Panic(TInt aPanic)
	{
	_LIT(KPanicCategory,"BSHIPS-CTRL");
	User::Panic(KPanicCategory, aPanic);
	}

/*
	class CGameController
*/

CGameController* CGameController::NewL()
	{
	CGameController* self=new(ELeave) CGameController;
	CleanupStack::PushL(self);
	self->ConstructL();
	CleanupStack::Pop();
	return self;
	}

CGameController* CGameController::NewL(const CStreamStore& aStore, TStreamId aStreamId)
	{
	CGameController* self=new(ELeave) CGameController;
	CleanupStack::PushL(self);
	self->RestoreL(aStore, aStreamId);
	CleanupStack::Pop();
	return self;
	}

void CGameController::ConstructL()
	{
	iEnv=CEikonEnv::Static();
	// construct engine and RGCP
	iEngine=new(ELeave) CGameEngine;
	iZoomFactor=1000;
	}

void CGameController::SetAppView(CFleetView* aAppView)
	{
	iAppView=aAppView;
	iAppView->SetController(iEngine->iOppFleet, *this);
	iAppView->SetZoomL(iZoomFactor);
	iAppView->DrawNow();
	}

CGameController::~CGameController()
	{
	delete iEngine;
	}

// persistence

void CGameController::ExternalizeL(RWriteStream& aStream) const
	{
	aStream.WriteUint8L(iState);
	aStream.WriteInt32L(iZoomFactor);
	}

void CGameController::InternalizeL(RReadStream& aStream)
	{
	iState=(TState) aStream.ReadUint8L();
	iZoomFactor=aStream.ReadInt32L();
	}

TStreamId CGameController::StoreL(CStreamStore& aStore) const
	{
	RStoreWriteStream stream;
	TStreamId id = stream.CreateLC(aStore);
	iEngine->ExternalizeL(stream);
	ExternalizeL(stream);
	stream.CommitL();
	CleanupStack::PopAndDestroy(); // stream
	return id;
	}

void CGameController::RestoreL(const CStreamStore& aStore, TStreamId aStreamId)
	{
	iEnv=CEikonEnv::Static();
	RStoreReadStream stream;
	stream.OpenLC(aStore,aStreamId);
	iEngine=new(ELeave) CGameEngine;
	iEngine->InternalizeL(stream);
	InternalizeL(stream);
	CleanupStack::PopAndDestroy(); // stream
	}

// game control

void CGameController::Reset() // set to blank, loopback, my-address from document
	{
	iEngine->Reset();
	iState = EMyTurn;
	iEnv->InfoMsg(R_GAME_RESET);
	}

// fleet view commands

void CGameController::ViewCmdHitFleet(TInt aX, TInt aY)
	{
	if (IsFinished()) {iEnv->InfoMsg(R_GAME_CONGRATULATIONS); return;}
	__ASSERT_ALWAYS(IsMyTurn(), Panic(EHitFleetNotMyTurn));
	__ASSERT_ALWAYS(!(iEngine->iOppFleet.IsKnown(aX, aY)), Panic(EHitFleetAlreadyKnown));
	// hit fleet
	iEngine->iOppFleet.SetShipType(aX, aY, iEngine->iMyFleet.ShipType(aX, aY));
	iEngine->iOppFleet.SetHit(aX,aY);
	// update view
	iAppView->DrawTilesNow();
	// if game is won, transition to finished
	if (iEngine->IsWon())
		{
		iState = EFinished;
		iEnv->InfoMsg(R_GAME_CONGRATULATIONS);
		}
	}

// zooming

void CGameController::ZoomInL()
	{
	TInt zoom=iZoomFactor;
	zoom=
		zoom < 250 ? 250 :
		zoom < 350 ?  350 :
		zoom < 500 ?  500 :
		zoom < 350 ?  350 :
		zoom < 500 ?  500 :
		zoom < 600 ?  600 :
		zoom < 750 ?  750 :
		zoom < 850 ?  850 :
		zoom < 1000 ? 1000 : 
		250;
	iAppView->SetZoomL(zoom);
	iAppView->DrawNow();
	iZoomFactor=zoom;
	}

void CGameController::ZoomOutL()
	{
	TInt zoom=iZoomFactor;
	zoom=
		zoom > 1000 ? 1000 : 
		zoom > 850 ?  850 :
		zoom > 750 ?  750 :
		zoom > 600 ?  600 :
		zoom > 500 ?  500 :
		zoom > 350 ?  350 :
		zoom > 250 ? 250 :
		1000;
	iAppView->SetZoomL(zoom);
	iAppView->DrawNow();
	iZoomFactor=zoom;
	}

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