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https://github.com/amyinspace/MagicSetEditor2.git
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a2e709d86b
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@275 0fc631ac-6414-0410-93d0-97cfa31319b6
144 lines
4.9 KiB
C++
144 lines
4.9 KiB
C++
//+----------------------------------------------------------------------------+
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//| Description: Magic Set Editor - Program to make Magic (tm) cards |
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//| Copyright: (C) 2001 - 2007 Twan van Laarhoven |
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//| License: GNU General Public License 2 or later (see file COPYING) |
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//+----------------------------------------------------------------------------+
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#ifndef HEADER_UTIL_ACTION_STACK
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#define HEADER_UTIL_ACTION_STACK
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// ----------------------------------------------------------------------------- : Includes
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#include <util/prec.hpp>
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#include <util/string.hpp>
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#include <vector>
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// ----------------------------------------------------------------------------- : Action
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/// Base class for actions that can be stored in an ActionStack.
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/** An action is something that can be done to modify an object.
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* It must store the necessary information to also undo the action.
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*/
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class Action {
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public:
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virtual ~Action() {};
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/// Name of the action, for use in strings like "Undo <name>"
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virtual String getName(bool to_undo) const = 0;
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/// Perform the action
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/** @param to_undo if true, undo the action instead of doing it
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*
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* Must be implemented in derived class.
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*
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* Perform will only ever be called alternatingly with to_undo = true/false,
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* the first time with to_undo = false
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*/
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virtual void perform(bool to_undo) = 0;
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/// Try to merge another action to the end of this action.
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/** Either: return false and do nothing
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* Or: return true and change this action to incorporate both actions
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*/
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virtual bool merge(const Action& action) { return false; }
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};
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// ----------------------------------------------------------------------------- : Action listeners
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/// Base class/interface for objects that listen to actions
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class ActionListener {
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public:
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virtual ~ActionListener() {}
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/// Notification that an action a has been performed or undone
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virtual void onAction(const Action& a, bool undone) = 0;
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};
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// ----------------------------------------------------------------------------- : Action stack
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/// A stack of actions that can be done and undone.
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/** This class handles the undo and redo functionality of a particular object.
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*
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* This class also takes on the role of Observable, ActionListeners can register themselfs.
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* They will be notified when an action is added.
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*/
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class ActionStack {
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public:
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ActionStack();
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~ActionStack();
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/// Add an action to the stack, and perform that action.
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/// Tells all listeners about the action.
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/// The ActionStack takes ownership of the action
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void add(Action* action, bool allowMerge = true);
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/// Undoes the last action that was (re)done
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/** @pre canUndo() */
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void undo();
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/// Redoes the last action that was undone
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/** @pre canRedo() */
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void redo();
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/// Is undoing possible?
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bool canUndo() const;
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/// Is redoing possible?
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bool canRedo() const;
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/// Name of the action that will be undone next, in the form " <Action>"
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/** If there is no action to undo returns "" */
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String undoName() const;
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/// Name of the action that will be redone next " <Action>"
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/** If there is no action to undo returns "" */
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String redoName() const;
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/// Is the file currently at a 'savepoint'?
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/** This is the last point at which the file was saved. */
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bool atSavePoint() const;
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/// Indicate that the file is at a savepoint.
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void setSavePoint();
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/// Add an action listener
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void addListener(ActionListener* listener);
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/// Remove an action listener
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void removeListener(ActionListener* listener);
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/// Tell all listeners about an action
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void tellListeners(const Action&, bool undone);
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private:
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/// Actions to be undone.
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/** Owns the action objects! */
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vector<Action*> undo_actions;
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/// Actions to be redone
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/** Owns the action objects! */
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vector<Action*> redo_actions;
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/// Point at which the file was saved, corresponds to the top of the undo stack at that point
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Action* save_point;
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/// Objects that are listening to actions
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vector<ActionListener*> listeners;
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};
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// ----------------------------------------------------------------------------- : Utilities
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/// Tests if variable has the type Type.
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/** Uses dynamic cast, so Type must have a virtual function.
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*/
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#define TYPE_CASE_(variable, Type) \
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if (dynamic_cast<const Type*>(&variable))
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/// Tests if variable has the type Type.
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/** If this is the case, makes variable have type Type inside the statement.
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*
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* Uses dynamic cast, so Type must have a virtual function.
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*/
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#define TYPE_CASE(variable, Type) \
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pair<const Type*,bool> Type##variable \
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(dynamic_cast<const Type*>(&variable), true); \
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if (Type##variable.first) \
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for (const Type& variable = *Type##variable.first ; \
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Type##variable.second ; \
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Type##variable.second = false)
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// ----------------------------------------------------------------------------- : EOF
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#endif
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