/* * CMapEditManager.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "../GameConstants.h" #include "CMapOperation.h" #include "Terrain.h" VCMI_LIB_NAMESPACE_BEGIN class CGObjectInstance; class CTerrainViewPatternConfig; struct TerrainViewPattern; class CMap; /// The CMapUndoManager provides the functionality to save operations and undo/redo them. class DLL_LINKAGE CMapUndoManager : boost::noncopyable { public: CMapUndoManager(); void undo(); void redo(); void clearAll(); /// The undo redo limit is a number which says how many undo/redo items can be saved. The default /// value is 10. If the value is 0, no undo/redo history will be maintained. /// FIXME: unlimited undo please int getUndoRedoLimit() const; void setUndoRedoLimit(int value); const CMapOperation * peekRedo() const; const CMapOperation * peekUndo() const; void addOperation(std::unique_ptr && operation); /// Client code does not need to call this method. //poor man's signal void setUndoCallback(std::function functor); private: typedef std::list > TStack; void doOperation(TStack & fromStack, TStack & toStack, bool doUndo); const CMapOperation * peek(const TStack & stack) const; TStack undoStack; TStack redoStack; int undoRedoLimit; void onUndoRedo(); std::function undoCallback; }; /// The map edit manager provides functionality for drawing terrain and placing /// objects on the map. class DLL_LINKAGE CMapEditManager : boost::noncopyable { public: CMapEditManager(CMap * map); CMap * getMap(); /// Clears the terrain. The free level is filled with water and the underground level with rock. void clearTerrain(CRandomGenerator * gen = nullptr); /// Draws terrain at the current terrain selection. The selection will be cleared automatically. void drawTerrain(TerrainId terType, CRandomGenerator * gen = nullptr); /// Draws roads at the current terrain selection. The selection will be cleared automatically. void drawRoad(RoadId roadType, CRandomGenerator * gen = nullptr); /// Draws rivers at the current terrain selection. The selection will be cleared automatically. void drawRiver(RiverId riverType, CRandomGenerator * gen = nullptr); void insertObject(CGObjectInstance * obj); void insertObjects(std::set & objects); void moveObject(CGObjectInstance * obj, const int3 & pos); void removeObject(CGObjectInstance * obj); void removeObjects(std::set & objects); CTerrainSelection & getTerrainSelection(); CObjectSelection & getObjectSelection(); CMapUndoManager & getUndoManager(); private: void execute(std::unique_ptr && operation); CMap * map; CMapUndoManager undoManager; CRandomGenerator gen; CTerrainSelection terrainSel; CObjectSelection objectSel; }; VCMI_LIB_NAMESPACE_END