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https://github.com/amyinspace/MagicSetEditor2.git
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git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@519 0fc631ac-6414-0410-93d0-97cfa31319b6
163 lines
6.1 KiB
C++
163 lines
6.1 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_DATA_SET
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#define HEADER_DATA_SET
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// ----------------------------------------------------------------------------- : Includes
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#include <util/prec.hpp>
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#include <util/reflect.hpp>
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#include <util/action_stack.hpp>
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#include <util/io/package.hpp>
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#include <data/field.hpp> // for Set::value
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#include <data/keyword.hpp>
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#include <boost/scoped_ptr.hpp>
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DECLARE_POINTER_TYPE(Card);
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DECLARE_POINTER_TYPE(Set);
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DECLARE_POINTER_TYPE(Game);
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DECLARE_POINTER_TYPE(StyleSheet);
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DECLARE_POINTER_TYPE(Styling);
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DECLARE_POINTER_TYPE(Field);
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DECLARE_POINTER_TYPE(Value);
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DECLARE_POINTER_TYPE(Keyword);
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DECLARE_POINTER_TYPE(ScriptValue);
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class SetScriptManager;
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class SetScriptContext;
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class Context;
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class Dependency;
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template <typename> class OrderCache;
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typedef intrusive_ptr<OrderCache<CardP> > OrderCacheP;
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// ----------------------------------------------------------------------------- : Set
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/// A set of cards
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class Set : public Packaged {
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public:
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/// Create a set, the set should be open()ed later
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Set();
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/// Create a set using the given game
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Set(const GameP& game);
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/// Create a set using the given stylesheet, and its game
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Set(const StyleSheetP& stylesheet);
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~Set();
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GameP game; ///< The game this set uses
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StyleSheetP stylesheet; ///< The default stylesheet
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/// The values on the fields of the set
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/** The indices should correspond to the set_fields in the Game */
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IndexMap<FieldP, ValueP> data;
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/// Extra values for specitic stylesheets, indexed by stylesheet name
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DelayedIndexMaps<FieldP,ValueP> styling_data;
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vector<CardP> cards; ///< The cards in the set
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vector<KeywordP> keywords; ///< Additional keywords used in this set
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String apprentice_code; ///< Code to use for apprentice (Magic only)
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ActionStack actions; ///< Actions performed on this set and the cards in it
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KeywordDatabase keyword_db; ///< Database for matching keywords, must be cleared when keywords change
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/// A context for performing scripts
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/** Should only be used from the main thread! */
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Context& getContext();
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/// A context for performing scripts on a particular card
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/** Should only be used from the main thread! */
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Context& getContext(const CardP& card);
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/// Update styles and extra_card_fields for a card
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void updateStyles(const CardP& card, bool only_content_dependent);
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/// Update scripts that were delayed
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void updateDelayed();
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/// A context for performing scripts
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/** Should only be used from the thumbnail thread! */
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Context& getContextForThumbnails();
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/// A context for performing scripts on a particular card
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/** Should only be used from the thumbnail thread! */
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Context& getContextForThumbnails(const CardP& card);
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/// A context for performing scripts on a particular stylesheet
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/** Should only be used from the thumbnail thread! */
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Context& getContextForThumbnails(const StyleSheetP& stylesheet);
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/// Stylesheet to use for a particular card
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/** card may be null */
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const StyleSheet& stylesheetFor (const CardP& card);
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StyleSheetP stylesheetForP(const CardP& card);
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/// Styling information for a particular stylesheet
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IndexMap<FieldP, ValueP>& stylingDataFor(const StyleSheet&);
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/// Styling information for a particular card
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IndexMap<FieldP, ValueP>& stylingDataFor(const CardP& card);
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/// Get the identification of this set, an identification is something like a name, title, etc.
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/** May return "" */
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String identification() const;
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/// Find a value in the data by name and type
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template <typename T> T& value(const String& name) {
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for(IndexMap<FieldP, ValueP>::iterator it = data.begin() ; it != data.end() ; ++it) {
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if ((*it)->fieldP->name == name) {
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T* ret = dynamic_cast<T*>(it->get());
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if (!ret) throw InternalError(_("Set field with name '")+name+_("' doesn't have the right type"));
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return *ret;
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}
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}
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throw InternalError(_("Expected a set field with name '")+name+_("'"));
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}
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/// Find the position of a card in this set, when the card list is sorted using the given cirterium
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int positionOfCard(const CardP& card, const ScriptValueP& order_by);
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/// Clear the order_cache used by positionOfCard
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void clearOrderCache();
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virtual String typeName() const;
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/// Validate that the set is correctly loaded
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virtual void validate(Version = app_version);
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private:
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DECLARE_REFLECTION();
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/// Object for managing and executing scripts
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scoped_ptr<SetScriptManager> script_manager;
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/// Object for executing scripts from the thumbnail thread
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scoped_ptr<SetScriptContext> thumbnail_script_context;
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/// Cache of cards ordered by some criterion
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map<ScriptValueP,OrderCacheP> order_cache;
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};
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inline int item_count(const Set& set) {
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return (int)set.cards.size();
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}
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ScriptValueP make_iterator(const Set& set);
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void mark_dependency_member(const Set& set, const String& name, const Dependency& dep);
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// ----------------------------------------------------------------------------- : SetView
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/// A 'view' of a Set, is notified when the Set is updated
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/** To listen to events, derived classes should override onAction(const Action&, bool undone)
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*/
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class SetView : public ActionListener {
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public:
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SetView();
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~SetView();
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/// Get the set that is currently being viewed
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inline SetP getSet() { return set; }
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/// Change the set that is being viewed
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void setSet(const SetP& set);
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protected:
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/// The set that is currently being viewed, should not be modified directly!
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SetP set;
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/// Called when another set is being viewed (using setSet)
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virtual void onChangeSet() {}
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/// Called when just before another set is being viewed (using setSet)
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virtual void onBeforeChangeSet() {}
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};
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// ----------------------------------------------------------------------------- : EOF
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#endif
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