mirror of
https://github.com/amyinspace/MagicSetEditor2.git
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Implemented the context management part of the ScriptManager
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@61 0fc631ac-6414-0410-93d0-97cfa31319b6
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@@ -7,5 +7,98 @@
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// ----------------------------------------------------------------------------- : Includes
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#include <script/script_manager.hpp>
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#include <data/set.hpp>
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#include <data/stylesheet.hpp>
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#include <data/game.hpp>
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#include <data/field.hpp>
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#include <util/error.hpp>
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// ----------------------------------------------------------------------------- :
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typedef map<const StyleSheet*,Context*> Contexts;
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typedef IndexMap<FieldP,StyleP> IndexMap_FieldP_StyleP;
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DECLARE_TYPEOF(Contexts);
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DECLARE_TYPEOF_COLLECTION(FieldP);
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DECLARE_TYPEOF_NO_REV(IndexMap_FieldP_StyleP);
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// ----------------------------------------------------------------------------- : ScriptManager : initialization
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ScriptManager::ScriptManager(Set& set)
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: set(set)
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{}
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ScriptManager::~ScriptManager() {
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set.actions.removeListener(this);
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// destroy context
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FOR_EACH(sc, contexts) {
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delete sc.second;
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}
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// add as an action listener for the set, so we receive actions
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set.actions.addListener(this);
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}
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Context& ScriptManager::getContext(const StyleSheetP& stylesheet) {
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assert(wxThread::IsMain()); // only use our contexts from the main thread
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Contexts::iterator it = contexts.find(stylesheet.get());
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if (it != contexts.end()) {
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return *it->second; // we already have a context
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} else {
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// create a new context
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Context* ctx = new Context();
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contexts.insert(make_pair(stylesheet.get(), ctx));
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// variables
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// NOTE: do not use a smart pointer for the pointer to the set, because the set owns this
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// which would lead to a reference cycle.
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ctx->setVariable(_("set"), new_intrusive1<ScriptObject<Set*> >(&set));
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ctx->setVariable(_("game"), toScript(set.game));
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ctx->setVariable(_("stylesheet"), toScript(stylesheet));
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//ctx->style->object = style;
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//ctx->setVariable(_("styling"), toScript(set->extraStyleData(style)));
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try {
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// perform init scripts
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set.game ->init_script.invoke(*ctx);
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stylesheet->init_script.invoke(*ctx);
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// find script dependencies
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initDependencies(*ctx, *set.game);
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initDependencies(*ctx, *stylesheet);
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// apply scripts to everything
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updateAll();
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} catch (Error e) {
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handle_error(e, false, false);
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}
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// initialize dependencies
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return *ctx;
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}
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}
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void ScriptManager::initDependencies(Context& ctx, Game& game) {
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if (game.dependencies_initialized) return;
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game.dependencies_initialized = true;
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// find dependencies of card fields
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FOR_EACH(f, game.card_fields) {
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f->initDependencies(ctx, Dependency(DEP_CARD_FIELD, f->index));
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}
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// find dependencies of set fields
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FOR_EACH(f, game.set_fields) {
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f->initDependencies(ctx, Dependency(DEP_SET_FIELD, f->index));
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}
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}
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void ScriptManager::initDependencies(Context& ctx, StyleSheet& stylesheet) {
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if (stylesheet.dependencies_initialized) return;
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stylesheet.dependencies_initialized = true;
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// find dependencies of choice images and other style stuff
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FOR_EACH(s, stylesheet.card_style) {
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s->initDependencies(ctx, Dependency(DEP_STYLE, s->fieldP->index, &stylesheet));
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}
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}
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// ----------------------------------------------------------------------------- : ScriptManager : dependency handling
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void ScriptManager::onAction(const Action& action, bool undone) {
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// TODO
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}
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void ScriptManager::updateAll() {
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// TODO
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}
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