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InteractionProcessor.cpp
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InteractionProcessor.cpp
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// InteractionProcessor.cpp
//
// ICS 45C Spring 2022
// Project #4: People Just Love to Play with Words
//
// Implementation of the InteractionProcessor class
#include "InteractionProcessor.hpp"
#include "EditorException.hpp"
#include "Interaction.hpp"
#include <vector>
// This function implements command execution, but does not handle "undo"
// and "redo"; you'll need to add that handling.
void InteractionProcessor::run()
{
std::vector<Command*> allComs;
std::vector<Command*> undoComs;
view.refresh();
while (true)
{
Interaction interaction = interactionReader.nextInteraction();
if (interaction.type() == InteractionType::quit)
{
for (Command* com : allComs)
{
delete com;
}
for (Command* com : undoComs)
{
delete com;
}
break;
}
else if (interaction.type() == InteractionType::undo)
{
if (allComs.size() > 0)
{
Command* command = allComs[allComs.size()-1];
undoComs.push_back(command);
command->undo(model);
allComs.pop_back();
model.clearErrorMessage();
view.refresh();
}
}
else if (interaction.type() == InteractionType::redo)
{
if (undoComs.size() > 0)
{
Command* command = undoComs[undoComs.size()-1];
allComs.push_back(command);
command->execute(model);
undoComs.pop_back();
model.clearErrorMessage();
view.refresh();
}
}
else if (interaction.type() == InteractionType::command)
{
Command* command = interaction.command();
try
{
command->execute(model);
model.clearErrorMessage();
allComs.push_back(command);
for (Command* com : undoComs)
{
delete com;
}
undoComs.clear();
}
catch (EditorException& e)
{
model.setErrorMessage(e.getReason());
delete command;
}
view.refresh();
// Note that you'll want to be more careful about when you delete
// commands once you implement undo and redo. For now, since
// neither is implemented, I've just deleted it immediately
// after executing it. You'll need to wait to delete it until
// you don't need it anymore.
// delete command;
}
}
}