/***************************************************************************** * Eliot * Copyright (C) 2008-2012 Olivier Teulière * Authors: Olivier Teulière * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *****************************************************************************/ #ifndef COMMAND_H_ #define COMMAND_H_ #include #include "logging.h" using std::wstring; /** * This abstract class is the parent of all classes implementing the Command * design pattern. */ class Command { DEFINE_LOGGER(); public: Command(); virtual ~Command() {} /** * Execute the command. This can later be undone using the undo() * method. * * You are not allowed to call this method twice before calling * undo() first. */ void execute(); /** * Undo the previous call to execute(). * * You are not allowed to undo a command which is not executed yet. */ void undo(); /** * Return true if the command has been executed (i.e. if it is * allowed to call undo()), false otherwise. */ bool isExecuted() const { return m_executed; } /// Return true if the command is auto-executable virtual bool isAutoExecutable() const { return m_autoExecutable; } /** * Mark the command as human independent, which means that it will * be automatically executed if the commands history is cleared * just before this command. * It is mostly useful in FreeGame mode, where a turn played by an AI * player should be re-executed, because the user cannot control it. */ void setHumanIndependent(bool humanIndependent) { m_humanIndependent = humanIndependent; } /// Return true if the command is human independent virtual bool isHumanIndependent() const { return m_humanIndependent; } /** * Return true if the command can be inserted safely between existing * commands. This is mostly useful for player events, such as warnings, * solos and penalties. */ virtual bool isInsertable() const { return false; } /** * Description of the command, for debugging purposes */ virtual wstring toString() const = 0; protected: virtual void doExecute() = 0; virtual void doUndo() = 0; /** * Mark the command as auto-executable. * When the commands history is set to a particular turn, all the * auto-executable commands for this turn will be executed until * the first non-auto-executable one (excluded). * This allows replaying some actions (like setting the rack) at the beginning of a turn. */ void setAutoExecutable(bool autoExec) { m_autoExecutable = autoExec; } private: bool m_executed; bool m_humanIndependent; bool m_autoExecutable; }; /** * Command allowing to undo any other command (decorator pattern). */ class UndoCmd : public Command { DEFINE_LOGGER(); public: /** * Constructor from the wrapped command. * This class takes ownership of the given command. * * Note that you should usually pass a copy of the command you want * to undo, instead of passing it directly, for 3 reasons: * - you may not have ownership of the passed command * - you may hold a const pointer, which would oblige youi * do do a const_cast first * - if both the command and its undo version are in the history, * executing the UndoCmd will silently mark the original command * as not executed. This is not a problem currently, but might * become one in the future... */ UndoCmd(Command *cmd); ~UndoCmd(); const Command & getWrappedCommand() const { return *m_cmd; } virtual bool isAutoExecutable() const; virtual wstring toString() const; protected: virtual void doExecute(); virtual void doUndo(); private: Command *m_cmd; }; #endif