+#include <tinyptc.h>
+#include "flagtrigger.h"
+#include "widestring.h"
+#include "fetch_current_tournament.h"
+#include "fetch_list_of_active_groups.h"
+#include "fetch_group.h"
+#include "fonts.h"
+#include "groupscreen.h"
+#include "splitscreen.h"
+#include "rotatescreen.h"
+
+Tournament active_tournament;
+std::vector<SkeletonGroup> active_groups;
+std::vector<GenericScreen *> screens;
+SplitScreen *mainscreen = NULL;
+unsigned char framebuf[800 * 600 * 4], screenbuf[800 * 600 * 4];
+
+void init(pqxx::connection &conn)
+{
+ for (std::vector<GenericScreen *>::const_iterator i = screens.begin(); i != screens.end(); ++i) {
+ delete *i;
+ }
+ screens.erase(screens.begin(), screens.end());
+
+ delete mainscreen;
+
+ conn.perform(FetchCurrentTournament(&active_tournament));
+ conn.perform(FetchListOfActiveGroups(&active_groups));
+
+ if (active_tournament.id == -1) {
+ std::fprintf(stderr, "No active tournament\n");
+ } else {
+ std::fprintf(stderr, "Current tournament is %d\n", active_tournament.id);
+
+ for (std::vector<SkeletonGroup>::const_iterator i = active_groups.begin(); i != active_groups.end(); ++i) {
+ std::fprintf(stderr, "tourn: %u round: %u parallel: %u\n",
+ i->tournament, i->round, i->parallel);
+
+ // memory leaks here?
+ RotateScreen *rs = new RotateScreen();
+ screens.push_back(rs);
+ rs->add_screen(new GroupScreen(conn, i->tournament, i->round, i->parallel));
+ }
+ }
+
+ // hack
+ screens.push_back(NULL);
+ screens.push_back(NULL);
+ screens.push_back(NULL);
+ screens.push_back(NULL);
+
+ mainscreen = new SplitScreen(screens[0], screens[1], screens[2], screens[3]);
+}
+
+void main_loop(pqxx::connection &conn)
+{
+ if (active_tournament.id == -1) {
+ // No active tournament, sleep a second or so and exit
+ conn.await_notification(1, 0);
+ return;
+ }
+
+ if (mainscreen->check_invalidated()) {
+ mainscreen->draw(framebuf);
+ ptc_update(framebuf);
+ conn.await_notification(0, 10000);
+ } else {
+ ptc_update(framebuf);
+ conn.await_notification(0, 200000);
+ }
+}