-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathApplicationManager.cpp
More file actions
143 lines (117 loc) · 3.42 KB
/
ApplicationManager.cpp
File metadata and controls
143 lines (117 loc) · 3.42 KB
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
141
142
143
#include "ApplicationManager.h"
#include "Grid.h"
#include "AddLadderAction.h"
#include "AddCardAction.h"
#include "RollDiceAction.h"
#include"AddSnake.h"
#include"AddCardAction.h"
#include"DeleteGameObject.h"
#include"PasteCardAction.h"
#include"CutCardAction.h"
#include"CopyCardAction.h"
#include "SwitchToPlayModeAction.h"
#include "SwitchToDesignModeAction.h"
#include "SaveGridAction.h"
#include "OpenGridAction.h"
#include "InputDiceValueAction.h"
#include "NewGameAction.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_CARD:
// create an object of AddCardAction here
pAct = new AddCardAction(this);
break;
case EXIT:
break;
case EXITP:
break;
case TO_PLAY_MODE:
pAct = new SwitchToPlayModeAction(this); // temporary till you made its action class (CHANGE THIS LATTER)
break;
case ROLL_DICE:
// create an object of RollDiceAction here
pAct = new RollDiceAction(this);
break;
case TO_DESIGN_MODE:
pAct = new SwitchToDesignModeAction(this); // temporary till you made its action class (CHANGE THIS LATTER)
break;
case ADD_SNAKE:
pAct = new AddSnake(this);
break;
case dELRTE_GAME_OBJECT:
pAct = new DeleteGameObject(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 SAVE_GRID:
pAct = new SaveGridAction(this);
break;
case OPEN_GRID:
pAct = new OpenGridAction(this);
break;
///TODO: Add a case for EACH Action type in the Design mode or Play mode
case INPUT_DICE_VALUE:
pAct = new InputDiceValueAction(this);
break;
case STATUS: // a click on the status bar ==> no action
return;
case NEW_GAME:
pAct = new NewGameAction(this);
break;
}
// Execute the created action
if(pAct != NULL)
{
pAct->Execute(); // Execute
delete pAct; // Action is not needed any more after executing ==> delete it
pAct = NULL;
}
}