Files
MagicSetEditor2/src/util/action_stack.hpp
T
twanvl a2e709d86b It is 2007 by now
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@275 0fc631ac-6414-0410-93d0-97cfa31319b6
2007-04-21 17:06:29 +00:00

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