/* * mapcontroller.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 "maphandler.h" #include "mapview.h" #include "../lib/modding/CModInfo.h" VCMI_LIB_NAMESPACE_BEGIN using ModCompatibilityInfo = std::map; class EditorObstaclePlacer; VCMI_LIB_NAMESPACE_END class MainWindow; class MapController { public: MapController(MainWindow *); MapController(const MapController &) = delete; MapController(const MapController &&) = delete; ~MapController(); void setMap(std::unique_ptr); void initObstaclePainters(CMap * map); void repairMap(CMap * map) const; void repairMap(); const std::unique_ptr & getMapUniquePtr() const; //to be used for map saving CMap * map(); MapHandler * mapHandler(); MapScene * scene(int level); MinimapScene * miniScene(int level); void resetMapHandler(); void sceneForceUpdate(); void sceneForceUpdate(int level); void commitTerrainChange(int level, const TerrainId & terrain); void commitRoadOrRiverChange(int level, ui8 type, bool isRoad); void commitObjectErase(const CGObjectInstance* obj); void commitObjectErase(int level); void commitObstacleFill(int level); void commitChangeWithoutRedraw(); void commitObjectShift(int level); void commitObjectCreate(int level); void commitObjectChange(int level); void copyToClipboard(int level); void pasteFromClipboard(int level); bool discardObject(int level) const; void createObject(int level, CGObjectInstance * obj) const; bool canPlaceObject(int level, CGObjectInstance * obj, QString & error) const; static ModCompatibilityInfo modAssessmentAll(); static ModCompatibilityInfo modAssessmentMap(const CMap & map); void undo(); void redo(); PlayerColor defaultPlayer; private: std::unique_ptr _map; std::unique_ptr _mapHandler; MainWindow * main; mutable std::array, 2> _scenes; mutable std::array, 2> _miniscenes; std::vector> _clipboard; int _clipboardShiftIndex = 0; std::map> _obstaclePainters; void connectScenes(); };