/******************************************************************* * 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 NAVIGATION_H_ #define NAVIGATION_H_ #include #include "logging.h" class Turn; class Command; using namespace std; /** * Handle the navigation in the game history. * * A few assumptions are made for the design: * - each turn in the game is represented by a Turn object * - the current Turn object is always in the "partially executed" state * (see class documentation), except maybe for the last turn * - previous turns are fully executed, and future turns are never executed * - addind a command can only be done if the current turn is the last one * and is fully executed * * Many assertions are there to help enforce this design. */ class Navigation { DEFINE_LOGGER(); public: Navigation(); ~Navigation(); void newTurn(); void addAndExecute(Command *iCmd); unsigned int getCurrTurn() const; unsigned int getNbTurns() const; bool isFirstTurn() const; bool isLastTurn() const; void firstTurn(); void prevTurn(); void nextTurn(); void lastTurn(); /** * Get rid of the future turns of the game, the current turn * becoming the last one. */ void clearFuture(); /** * Remove the commands of the last turn, starting from the given one. */ void dropFrom(const Command &iCmd); /** * Remove the given command from the current turn * (only if it is an insertable and non auto-executable command) */ void dropCommand(const Command &iCmd); /** * Insert the given command in the current turn, before the first NAEC * (only if it is an insertable and non auto-executable command) */ void insertCommand(Command *iCmd); /** * Replace one existing command (for the current turn) with another one * (of the same type). */ void replaceCommand(const Command &iOldCmd, Command *iNewCmd); const vector & getTurns() const; const Turn & getCurrentTurn() const; /** * Print the contents of the commands history, to ease debugging */ void print() const; private: vector m_allTurns; unsigned int m_currTurn; }; #endif