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ApplicationManager.cpp
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144 lines (120 loc) · 3.55 KB
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#include "ApplicationManager.h"
#include "Grid.h"
#include "AddLadderAction.h"
#include "AddCardAction.h"
#include "RollDiceAction.h"
#include "AddSnakeAction.h"
#include "DeleteGameObjectAction.h"
#include "SaveAction.h"
#include "OpenAction.h"
#include "CopyCardAction.h"
#include "CutCardAction.h"
#include "PasteCardAction.h"
#include "EditCardAction.h"
#include "SwitchToDesignModeAction.h"
#include "SwitchToPlayModeAction.h"
#include "NewGameAction.h"
#include "InputDiceValueAction.h"
///TODO: Add #include for all action types
ApplicationManager::ApplicationManager()
{
// Create Input, output and Grid
pOut = new Output();
pIn = pOut->CreateInput();
pGrid = new Grid(pIn, pOut);
}
////////////////////////////////////////////////////////////////////////////////////
ApplicationManager::~ApplicationManager()
{
delete pGrid;
}
//==================================================================================//
// Interface Management Functions //
//==================================================================================//
Grid * ApplicationManager::GetGrid() const
{
return pGrid;
}
void ApplicationManager::UpdateInterface() const
{
pGrid->UpdateInterface();
}
//==================================================================================//
// Actions Related Functions //
//==================================================================================//
ActionType ApplicationManager::GetUserAction() const
{
// Ask the input to get the action from the user.
return pIn->GetUserAction();
}
////////////////////////////////////////////////////////////////////////////////////
// Creates an action and executes it
void ApplicationManager::ExecuteAction(ActionType ActType)
{
Action* pAct = NULL;
// According to Action Type, create the corresponding action object
switch (ActType)
{
case ADD_LADDER:
pAct = new AddLadderAction(this);
break;
case ADD_SNAKE :
pAct = new AddSnakeAction(this);
break;
case ADD_CARD:
// create an object of AddCardAction here
pAct = new AddCardAction(this);
break;
case COPY_CARD:
pAct = new CopyCardAction(this);
break;
case CUT_CARD:
pAct = new CutCardAction(this);
break;
case PASTE_CARD:
pAct = new PasteCardAction(this);
break;
case EDIT_CARD :
pAct = new EditCardAction(this);
break;
case DELETE_OBJECT:
pAct = new DeleteGameObjectAction(this);
break;
case SAVE_GRID :
pAct = new SaveAction(this);
break;
case OPEN_GRID :
pAct = new OpenAction(this);
break;
case EXIT:
break;
case TO_PLAY_MODE:
//pOut->CreatePlayModeToolBar(); // temporary till you made its action class (CHANGE THIS LATTER)
pAct = new SwitchToPlayModeAction(this);
break;
case ROLL_DICE:
// create an object of RollDiceAction here
pAct = new RollDiceAction(this);
break;
case INPUT_DICE_VALUE:
pAct = new InputDiceValueAction(this);
break;
case NEW_GAME :
pAct = new NewGameAction(this);
break;
case TO_DESIGN_MODE:
//pOut->CreateDesignModeToolBar(); // temporary till you made its action class (CHANGE THIS LATTER)
pAct = new SwitchToDesignModeAction(this);
break;
///TODO: Add a case for EACH Action type in the Design mode or Play mode
case STATUS: // a click on the status bar ==> no action
return;
}
// Execute the created action
if(pAct != NULL)
{
pAct->Execute(); // Execute
delete pAct; // Action is not needed any more after executing ==> delete it
pAct = NULL;
}
}