0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Tools.h
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

168 lines
4.7 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/>.
*/
#ifndef INCLUDED_TOOLS
#define INCLUDED_TOOLS
#include "General/AtlasWindowCommand.h"
#include "General/Observable.h"
class wxMouseEvent;
class wxKeyEvent;
class ScenarioEditor;
class ITool : public wxObject
{
public:
enum KeyEventType { KEY_DOWN, KEY_UP, KEY_CHAR };
virtual void Init(void* initData, ScenarioEditor* scenarioEditor) = 0;
virtual void Shutdown() = 0;
virtual bool OnMouse(wxMouseEvent& evt) = 0; // return true if handled
virtual bool OnKey(wxKeyEvent& evt, KeyEventType dir) = 0; // return true if handled
virtual void OnTick(float dt) = 0; // dt in seconds
virtual ~ITool() {};
};
struct ToolManagerImpl;
class ToolManager
{
public:
ToolManager(ScenarioEditor* scenarioEditor);
~ToolManager();
ObservablePtr<ITool>& GetCurrentTool();
wxString GetCurrentToolName();
void SetCurrentTool(const wxString& name, void* initData = NULL);
private:
ToolManagerImpl* m;
ScenarioEditor* m_ScenarioEditor;
};
class ToolButton;
extern void RegisterToolButton(ToolButton* button, const wxString& toolName);
extern void RegisterToolBarButton(wxToolBar* toolbar, int buttonId, const wxString& toolName);
//////////////////////////////////////////////////////////////////////////
namespace AtlasMessage { struct mWorldCommand; }
class WorldCommand : public AtlasWindowCommand
{
DECLARE_CLASS(WorldCommand);
bool m_AlreadyDone;
public:
WorldCommand(AtlasMessage::mWorldCommand* command);
~WorldCommand();
bool Do();
bool Undo();
bool Merge(AtlasWindowCommand* previousCommand);
private:
AtlasMessage::mWorldCommand* m_Command;
};
#define POST_COMMAND(type, data) ScenarioEditor::GetCommandProc().Submit(new WorldCommand(new AtlasMessage::m##type(AtlasMessage::d##type data)))
//////////////////////////////////////////////////////////////////////////
#define SET_STATE(s) obj->SetState(&obj->s)
template <typename T>
class StateDrivenTool : public ITool
{
public:
StateDrivenTool()
: m_CurrentState(&Disabled), m_ScenarioEditor(NULL)
{
}
virtual void Init(void* WXUNUSED(initData), ScenarioEditor* scenarioEditor)
{
m_ScenarioEditor = scenarioEditor;
}
virtual void Shutdown()
{
// This can't be done in the destructor, because ~StateDrivenTool
// is not called until after the subclass has been destroyed and its
// vtable (containing OnDisable) has been removed.
SetState(&Disabled);
}
protected:
// Called when the tool is enabled/disabled; always called in zero or
// more enable-->disable pairs per object instance.
virtual void OnEnable() {}
virtual void OnDisable() {}
struct State
{
virtual ~State() {}
virtual void OnEnter(T* WXUNUSED(obj)) {}
virtual void OnLeave(T* WXUNUSED(obj)) {}
virtual void OnTick (T* WXUNUSED(obj), float WXUNUSED(dt)) {}
// Should return true if the event has been handled (else the event will
// be passed to a lower-priority level)
virtual bool OnMouse(T* WXUNUSED(obj), wxMouseEvent& WXUNUSED(evt)) { return false; }
virtual bool OnKey(T* WXUNUSED(obj), wxKeyEvent& WXUNUSED(evt), KeyEventType WXUNUSED(type)) { return false; }
};
struct sDisabled : public State
{
void OnEnter(T* obj) { obj->OnDisable(); }
void OnLeave(T* obj) { obj->OnEnable(); }
}
Disabled;
void SetState(State* state)
{
m_CurrentState->OnLeave(static_cast<T*>(this));
// this cast is safe as long as the class is used as in
// "class Something : public StateDrivenTool<Something> { ... }"
m_CurrentState = state;
m_CurrentState->OnEnter(static_cast<T*>(this));
}
ScenarioEditor& GetScenarioEditor() { wxASSERT(m_ScenarioEditor); return *m_ScenarioEditor; }
private:
State* m_CurrentState;
ScenarioEditor* m_ScenarioEditor; // not NULL, except before Init has been called
virtual bool OnMouse(wxMouseEvent& evt)
{
return m_CurrentState->OnMouse(static_cast<T*>(this), evt);
}
virtual bool OnKey(wxKeyEvent& evt, KeyEventType dir)
{
return m_CurrentState->OnKey(static_cast<T*>(this), evt, dir);
}
virtual void OnTick(float dt)
{
m_CurrentState->OnTick(static_cast<T*>(this), dt);
}
};
#endif // INCLUDED_TOOLS