123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106 |
- /*
- * CMapEditManager.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "../GameConstants.h"
- #include "MapEditUtils.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CMapOperation;
- namespace vstd
- {
- class RNG;
- }
- /// The CMapUndoManager provides the functionality to save operations and undo/redo them.
- class DLL_LINKAGE CMapUndoManager : boost::noncopyable
- {
- public:
- CMapUndoManager();
- ~CMapUndoManager();
- void undo();
- void redo();
- void clearAll();
- /// The undo redo limit is a number which says how many undo/redo items can be saved. The default
- /// value is 10. If the value is 0, no undo/redo history will be maintained.
-
- /// FIXME: unlimited undo please
- int getUndoRedoLimit() const;
- void setUndoRedoLimit(int value);
- const CMapOperation * peekRedo() const;
- const CMapOperation * peekUndo() const;
- void addOperation(std::unique_ptr<CMapOperation> && operation); /// Client code does not need to call this method.
- //poor man's signal
- void setUndoCallback(std::function<void(bool, bool)> functor);
- private:
- using TStack = std::list<std::unique_ptr<CMapOperation>>;
- void doOperation(TStack & fromStack, TStack & toStack, bool doUndo);
- const CMapOperation * peek(const TStack & stack) const;
- TStack undoStack;
- TStack redoStack;
- int undoRedoLimit;
- void onUndoRedo();
- std::function<void(bool allowUndo, bool allowRedo)> undoCallback;
- };
- /// The map edit manager provides functionality for drawing terrain and placing
- /// objects on the map.
- class DLL_LINKAGE CMapEditManager : boost::noncopyable
- {
- public:
- CMapEditManager(CMap * map);
- CMap * getMap();
- /// Clears the terrain. The free level is filled with water and the underground level with rock.
- void clearTerrain(vstd::RNG * gen = nullptr);
- /// Draws terrain at the current terrain selection. The selection will be cleared automatically.
- void drawTerrain(TerrainId terType, int decorationsPercentage, vstd::RNG * gen = nullptr);
- /// Draws roads at the current terrain selection. The selection will be cleared automatically.
- void drawRoad(RoadId roadType, vstd::RNG * gen = nullptr);
-
- /// Draws rivers at the current terrain selection. The selection will be cleared automatically.
- void drawRiver(RiverId riverType, vstd::RNG * gen = nullptr);
- void insertObject(CGObjectInstance * obj);
- void insertObjects(std::set<CGObjectInstance *> & objects);
- void moveObject(CGObjectInstance * obj, const int3 & pos);
- void removeObject(CGObjectInstance * obj);
- void removeObjects(std::set<CGObjectInstance *> & objects);
- CTerrainSelection & getTerrainSelection();
- CObjectSelection & getObjectSelection();
- CMapUndoManager & getUndoManager();
- private:
- void execute(std::unique_ptr<CMapOperation> && operation);
- CMap * map;
- CMapUndoManager undoManager;
- std::unique_ptr<vstd::RNG> gen;
- CTerrainSelection terrainSel;
- CObjectSelection objectSel;
- };
- VCMI_LIB_NAMESPACE_END
|