0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Tools.cpp
Ykkrosh dc2035efc9 Move Atlas map settings from JS to C++.
Replace New dialog box with separate tools for resizing maps and
replacing terrain textures, to provide more power and to simplify the
problem of initialising map settings.
Fix engine to cope with dynamic map resizing.
Add JSON support to AtObj, to let C++ interact with JSON more easily.

This was SVN commit r9566.
2011-05-29 15:02:02 +00:00

193 lines
4.4 KiB
C++

/* Copyright (C) 2011 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/>.
*/
#include "precompiled.h"
#include "Tools.h"
#include "GameInterface/Messages.h"
#include "CustomControls/Buttons/ToolButton.h"
class DummyTool : public ITool
{
void Init(void*, ScenarioEditor*) {}
void Shutdown() {}
bool OnMouse(wxMouseEvent& WXUNUSED(evt)) { return false; }
bool OnKey(wxKeyEvent& WXUNUSED(evt), KeyEventType) { return false; }
void OnTick(float) {}
} dummy;
struct ToolManagerImpl
{
ToolManagerImpl() : CurrentTool(&dummy) {}
ObservablePtr<ITool> CurrentTool;
wxString CurrentToolName;
};
ToolManager::ToolManager(ScenarioEditor* scenarioEditor)
: m(new ToolManagerImpl), m_ScenarioEditor(scenarioEditor)
{
}
ToolManager::~ToolManager()
{
delete m;
}
ObservablePtr<ITool>& ToolManager::GetCurrentTool()
{
return m->CurrentTool;
}
wxString ToolManager::GetCurrentToolName()
{
return m->CurrentTool->GetClassInfo()->GetClassName();
}
void SetActive(bool active, const wxString& name);
void ToolManager::SetCurrentTool(const wxString& name, void* initData)
{
if (*m->CurrentTool != &dummy)
{
m->CurrentTool->Shutdown();
delete *m->CurrentTool;
m->CurrentTool = &dummy;
}
SetActive(false, m->CurrentToolName);
ITool* tool = NULL;
if (name.Len())
{
tool = wxDynamicCast(wxCreateDynamicObject(name), ITool);
wxASSERT(tool);
}
if (tool)
{
m->CurrentTool = tool;
tool->Init(initData, m_ScenarioEditor);
}
m->CurrentToolName = name;
SetActive(true, m->CurrentToolName);
m->CurrentTool.NotifyObservers();
}
//////////////////////////////////////////////////////////////////////////
struct toolbarButton
{
wxString name;
wxToolBar* toolbar;
int id;
};
struct toolButton
{
wxString name;
ToolButton* button;
};
typedef std::vector<toolbarButton> toolbarButtons_t;
typedef std::vector<toolButton> toolButtons_t;
static toolbarButtons_t toolbarButtons;
static toolButtons_t toolButtons;
void SetActive(bool active, const wxString& name)
{
for (toolbarButtons_t::iterator it = toolbarButtons.begin(); it != toolbarButtons.end(); ++it)
if (it->name == name)
it->toolbar->ToggleTool(it->id, active);
for (toolButtons_t::iterator it = toolButtons.begin(); it != toolButtons.end(); ++it)
if (it->name == name)
it->button->SetSelectedAppearance(active);
}
void RegisterToolButton(ToolButton* button, const wxString& toolName)
{
toolButton b;
b.name = toolName;
b.button = button;
toolButtons.push_back(b);
}
void RegisterToolBarButton(wxToolBar* toolbar, int buttonId, const wxString& toolName)
{
toolbarButton b;
b.name = toolName;
b.toolbar = toolbar;
b.id = buttonId;
toolbarButtons.push_back(b);
}
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_CLASS(WorldCommand, AtlasWindowCommand);
WorldCommand::WorldCommand(AtlasMessage::mWorldCommand* command)
: AtlasWindowCommand(true, wxString::FromAscii(command->GetName())), m_Command(command), m_AlreadyDone(false)
{
}
WorldCommand::~WorldCommand()
{
// m_Command was allocated by POST_COMMAND
delete m_Command;
}
bool WorldCommand::Do()
{
if (m_AlreadyDone)
POST_MESSAGE(RedoCommand, ());
else
{
// The DoCommand message clones the data from m_Command, and posts that
// (passing ownership to the game), so we're free to delete m_Command
// at any time
POST_MESSAGE(DoCommand, (m_Command));
m_AlreadyDone = true;
}
return true;
}
bool WorldCommand::Undo()
{
POST_MESSAGE(UndoCommand, ());
return true;
}
bool WorldCommand::Merge(AtlasWindowCommand* p)
{
WorldCommand* prev = wxDynamicCast(p, WorldCommand);
if (! prev)
return false;
if (m_Command->GetName() != prev->m_Command->GetName()) // comparing char* pointers, because they're unique-per-class constants
return false;
if (! m_Command->IsMergeable())
return false;
POST_MESSAGE(MergeCommand, ());
return true;
}