/* Copyright (C) 2014 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 .
*/
#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 void OnCommand(const wxString& command, void* userData) = 0;
virtual ~ITool() {};
};
struct ToolManagerImpl;
class ToolManager
{
private: // NONCOPYABLE
ToolManager(const ToolManager&);
const ToolManager& operator=(const ToolManager&);
public:
ToolManager(ScenarioEditor* scenarioEditor);
~ToolManager();
ObservablePtr& 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
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(this));
// this cast is safe as long as the class is used as in
// "class Something : public StateDrivenTool { ... }"
m_CurrentState = state;
m_CurrentState->OnEnter(static_cast(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(this), evt);
}
virtual bool OnKey(wxKeyEvent& evt, KeyEventType dir)
{
return m_CurrentState->OnKey(static_cast(this), evt, dir);
}
virtual void OnTick(float dt)
{
m_CurrentState->OnTick(static_cast(this), dt);
}
virtual void OnCommand(const wxString& WXUNUSED(command), void* WXUNUSED(userData))
{
}
};
#endif // INCLUDED_TOOLS