-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathApplicationManager.cpp
140 lines (113 loc) · 3.06 KB
/
ApplicationManager.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
#include "ApplicationManager.h"
#include "Grid.h"
#include "SaveGridAction.h"
#include "OpenGridAction.h"
#include "AddLadderAction.h"
#include "AddSnakeAction.h"
#include "AddCardAction.h"
#include "RollDiceAction.h"
#include "InputDiceValueAction.h"
#include "DeleteGameObjectAction.h"
#include "NewGameAction.h"
#include "SwitchToDesignModeAction.h"
#include "SwitchToPlayModeAction.h"
#include "CopyCardAction.h"
#include "CutCardAction.h"
#include "PasteCardAction.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 EXIT:
break;
case TO_PLAY_MODE:
pAct = new SwitchToPlayModeAction(this);
break;
case ROLL_DICE:
// create an object of RollDiceAction here
pAct = new RollDiceAction(this);
break;
case TO_DESIGN_MODE:
pAct = new SwitchToDesignModeAction(this);
break;
case DELETE_GAME_OBJECT:
pAct = new DeleteGameObjectAction(this);
break;
case NEW_GAME:
pAct = new NewGameAction(this);
break;
case SAVE_GRID:
pAct = new SaveGridAction(this);
break;
case OPEN_GRID:
pAct = new OpenGridAction(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 INPUT_DICE_VALUE:
pAct = new InputDiceValueAction(this);
break;
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;
}
}