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97b0fa16ae
However, it works only for obstacles on one type of terrain.
100 lines
3.0 KiB
C++
100 lines
3.0 KiB
C++
/*
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* CMapEditManager.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 "../GameConstants.h"
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#include "CMapOperation.h"
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class CGObjectInstance;
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class CTerrainViewPatternConfig;
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struct TerrainViewPattern;
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class CMap;
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/// The CMapUndoManager provides the functionality to save operations and undo/redo them.
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class DLL_LINKAGE CMapUndoManager : boost::noncopyable
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{
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public:
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CMapUndoManager();
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void undo();
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void redo();
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void clearAll();
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/// The undo redo limit is a number which says how many undo/redo items can be saved. The default
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/// value is 10. If the value is 0, no undo/redo history will be maintained.
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/// FIXME: unlimited undo please
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int getUndoRedoLimit() const;
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void setUndoRedoLimit(int value);
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const CMapOperation * peekRedo() const;
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const CMapOperation * peekUndo() const;
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void addOperation(std::unique_ptr<CMapOperation> && operation); /// Client code does not need to call this method.
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//poor man's signal
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void setUndoCallback(std::function<void(bool, bool)> functor);
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private:
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typedef std::list<std::unique_ptr<CMapOperation> > TStack;
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void doOperation(TStack & fromStack, TStack & toStack, bool doUndo);
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const CMapOperation * peek(const TStack & stack) const;
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TStack undoStack;
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TStack redoStack;
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int undoRedoLimit;
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void onUndoRedo();
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std::function<void(bool allowUndo, bool allowRedo)> undoCallback;
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};
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/// The map edit manager provides functionality for drawing terrain and placing
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/// objects on the map.
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class DLL_LINKAGE CMapEditManager : boost::noncopyable
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{
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public:
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CMapEditManager(CMap * map);
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CMap * getMap();
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/// Clears the terrain. The free level is filled with water and the underground level with rock.
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void clearTerrain(CRandomGenerator * gen = nullptr);
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/// Draws terrain at the current terrain selection. The selection will be cleared automatically.
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void drawTerrain(Terrain terType, CRandomGenerator * gen = nullptr);
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/// Draws roads at the current terrain selection. The selection will be cleared automatically.
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void drawRoad(const std::string & roadType, CRandomGenerator * gen = nullptr);
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/// Draws rivers at the current terrain selection. The selection will be cleared automatically.
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void drawRiver(const std::string & riverType, CRandomGenerator * gen = nullptr);
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void insertObject(CGObjectInstance * obj);
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void insertObjects(std::set<CGObjectInstance*>& objects);
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void moveObject(CGObjectInstance * obj, const int3 & pos);
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void removeObject(CGObjectInstance * obj);
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void removeObjects(std::set<CGObjectInstance*>& objects);
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CTerrainSelection & getTerrainSelection();
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CObjectSelection & getObjectSelection();
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CMapUndoManager & getUndoManager();
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private:
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void execute(std::unique_ptr<CMapOperation> && operation);
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CMap * map;
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CMapUndoManager undoManager;
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CRandomGenerator gen;
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CTerrainSelection terrainSel;
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CObjectSelection objectSel;
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};
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