0ad/source/tools/atlas/GameInterface/CommandProc.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

186 lines
5.1 KiB
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/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_COMMANDPROC
#define INCLUDED_COMMANDPROC
#include <string>
#include <list>
#include <map>
#include "SharedMemory.h"
namespace AtlasMessage
{
struct Command
{
virtual ~Command() {}
virtual void Do() = 0;
virtual void Undo() = 0;
virtual void Redo() = 0;
virtual void Merge(Command* prev) = 0;
virtual const char* GetType() const = 0;
};
class CommandProc
{
public:
CommandProc();
~CommandProc();
// Should be called before shutting down, so it can free
// references to entities/etc that are stored in commands
void Destroy();
void Submit(Command* cmd);
void Undo();
void Redo();
void Merge();
private:
std::list<Command*> m_Commands;
typedef std::list<Command*>::iterator cmdIt;
// The 'current' command is the latest one which has been executed
// (ignoring any that have been undone)
cmdIt m_CurrentCommand;
};
typedef Command* (*cmdHandler)(const void*);
typedef std::map<std::string, cmdHandler> cmdHandlers;
extern cmdHandlers& GetCmdHandlers();
CommandProc& GetCommandProc();
/*
We want the command handler implementations to be as pretty as possible - so let people write
BEGIN_COMMAND(CommandName)
{
int member;
cCommandName() { ... } // } both are optional; neither may
~cCommandName() { ... } // } make use of this->msg
void Do() { ... interact with this->msg ... }
void Undo() { ... }
void Redo() { ... }
void MergeIntoPrevious(cCommandName* prev) { ... } // iff this command is a mergeable one
};
END_COMMAND(CommandName)
which looks almost exactly like a class definition, and is about the simplest
system I can find.
The following macros convert that into:
class cCommandName_base : public Command
{
protected:
// Storage for data passed into this command
dCommandName* msg;
public:
// Ensure msg is initialised to something 'safe'
cCommandName_base : msg(NULL) {}
// MergeIntoPrevious should be overridden by mergeable commands, and implemented
// to update 'prev' to include the effects of 'this'. (A subclass overriding
// any function named 'MergeIntoPrevious' will hide this function, even if
// the types differ.)
void MergeIntoPrevious(void*) { ...error - needs to be overridden... }
};
// Use 'struct' for automatic publicness - we want users to write as little as possible
struct cCommandName : public cCommandName_base
{
// (user's command code - mostly overriding virtual methods from Command)
}
// Subclass the command to add things which require knowledge of the
// complete class definition
class cCommandName_sub : public cCommandName
{
public:
cCommandName_sub(dCommandName *data) { ...set msg... }
~cCommandName_sub() { ...clear msg... }
// Implement the relevant virtual methods from the Command base class,
// with automatic casting to the correct types and stuff
virtual void Merge(Command* prev) { ...call MergeIntoPrevious... }
virtual const char* GetType() const { return "CommandName"; }
// Factory method for creating an instance of this class, casting the
// data pointer into the right form (to avoid forcing the generic
// command-handling support code to worry about the types)
static Command* Create(const void* data) { ...return new cCommandName_sub... }
};
// Register.cpp wants to get that Create method, but it doesn't want to
// load all the class definitions; so define a simple method that just
// returns the address of Create
cmdHandler cCommandName_create()
{
return &cCommandName_sub::Create;
}
// (TODO: make sure this stays in sync with the code below)
*/
#define BEGIN_COMMAND(t) \
class c##t##_base : public Command \
{ \
protected: \
d##t* msg; \
public: \
c##t##_base() : msg(NULL) {} \
void MergeIntoPrevious(void*) { debug_warn(L"MergeIntoPrevious unimplemented in command " WIDEN(#t)); } \
}; \
struct c##t : public c##t##_base
#define END_COMMAND(t) \
class c##t##_sub : public c##t \
{ \
public: \
c##t##_sub(d##t* data) \
{ \
msg = data; \
} \
~c##t##_sub() \
{ \
/* (msg was allocated in mDoCommand(), using SHAREABLE_NEW) */ \
AtlasMessage::ShareableDelete(msg); \
msg = NULL; \
} \
virtual void Merge(Command* prev) { MergeIntoPrevious(static_cast<c##t##_sub*>(prev)); } \
virtual const char* GetType() const { return #t; } \
static Command* Create(const void* data) \
{ \
return new c##t##_sub (reinterpret_cast<d##t*>(const_cast<void*>(data))); \
} \
}; \
cmdHandler c##t##_create() \
{ \
return &c##t##_sub ::Create; \
}
}
#endif // INCLUDED_COMMANDPROC