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ApplicationManager.cpp
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ApplicationManager.cpp
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#include "ApplicationManager.h"
#include "Grid.h"
#include "AddLadderAction.h"
#include "AddSnakeAction.h"
#include "AddCardAction.h"
#include "AddCoinSet.h"
#include "RollDiceAction.h"
#include "InputDiceValue.h"
#include "DeleteGameObject.h"
#include "NewGame.h"
#include "ToPlayMode.h"
#include "ToDesignMode.h"
#include "SellCity.h"
#include "OfferMortagage.h"
#include "AcceptMortagage.h"
#include "ReturnMortagage.h"
#include "SaveGrid.h"
#include "OpenGrid.h"
#include "Copy.h"
#include "Cut.h"
#include "Paste.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 ADD_COINS:
pAct = new AddCoinSet(this);
break;
case COPY:
pAct = new Copy(this);
break;
case CUT:
pAct = new Cut(this);
break;
case PASTE:
pAct = new Paste(this);
break;
case ACTION_DELETE:
pAct = new DeleteGameObject(this);
break;
case SAVE:
pAct = new SaveGrid(this);
break;
case OPEN_GRID:
pAct = new OpenGrid(this);
break;
case EXIT:
break;
case TO_PLAY_MODE:
pAct = new ToPlayMode(this); ///TODO: 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 ENTER_DICE_VALUE:
pAct = new InputDiceValue(this);
break;
case OFFER_MORTGAGE:
pAct = new OfferMortagage(this);
break;
case ACCEPT_MORTGAGE:
pAct = new AcceptMortagage(this);
break;
case RETURN_MORGAGE:
pAct = new ReturnMortagage(this);
break;
case SELL_CITY:
pAct = new SellCity(this);
break;
case NEW_GAME:
pAct = new NewGame(this);
break;
case TO_DESIGN_MODE:
pAct = new ToDesignMode(this); ///TODO: temporary till you made its action class (CHANGE THIS LATTER)
break;
///TODO: Add a case for EACH Action type in the Design mode or Play mode
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;
}
}