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https://github.com/vcmi/vcmi.git
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ba9e3dca9d
- Replaced CModInfo class with constant ModDescription class - Simplified mod loading logic - Extracted some functionality from ModHandler into separate classes for future reuse by Launcher
86 lines
2.3 KiB
C++
86 lines
2.3 KiB
C++
/*
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* mapcontroller.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "maphandler.h"
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#include "mapview.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct ModVerificationInfo;
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using ModCompatibilityInfo = std::map<std::string, ModVerificationInfo>;
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class EditorObstaclePlacer;
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VCMI_LIB_NAMESPACE_END
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class MainWindow;
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class MapController
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{
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public:
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MapController(MainWindow *);
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MapController(const MapController &) = delete;
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MapController(const MapController &&) = delete;
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~MapController();
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void setMap(std::unique_ptr<CMap>);
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void initObstaclePainters(CMap * map);
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void repairMap(CMap * map) const;
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void repairMap();
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const std::unique_ptr<CMap> & getMapUniquePtr() const; //to be used for map saving
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CMap * map();
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MapHandler * mapHandler();
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MapScene * scene(int level);
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MinimapScene * miniScene(int level);
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void resetMapHandler();
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void sceneForceUpdate();
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void sceneForceUpdate(int level);
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void commitTerrainChange(int level, const TerrainId & terrain);
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void commitRoadOrRiverChange(int level, ui8 type, bool isRoad);
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void commitObjectErase(const CGObjectInstance* obj);
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void commitObjectErase(int level);
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void commitObstacleFill(int level);
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void commitChangeWithoutRedraw();
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void commitObjectShift(int level);
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void commitObjectCreate(int level);
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void commitObjectChange(int level);
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void copyToClipboard(int level);
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void pasteFromClipboard(int level);
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bool discardObject(int level) const;
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void createObject(int level, CGObjectInstance * obj) const;
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bool canPlaceObject(int level, CGObjectInstance * obj, QString & error) const;
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static ModCompatibilityInfo modAssessmentAll();
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static ModCompatibilityInfo modAssessmentMap(const CMap & map);
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void undo();
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void redo();
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PlayerColor defaultPlayer;
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private:
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std::unique_ptr<CMap> _map;
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std::unique_ptr<MapHandler> _mapHandler;
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MainWindow * main;
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mutable std::array<std::unique_ptr<MapScene>, 2> _scenes;
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mutable std::array<std::unique_ptr<MinimapScene>, 2> _miniscenes;
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std::vector<std::unique_ptr<CGObjectInstance>> _clipboard;
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int _clipboardShiftIndex = 0;
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std::map<TerrainId, std::unique_ptr<EditorObstaclePlacer>> _obstaclePainters;
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void connectScenes();
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};
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