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The-Powder-Toy/src/gui/game/GameModel.h
2021-06-04 22:54:31 +02:00

238 lines
6.1 KiB
C++

#ifndef GAMEMODEL_H
#define GAMEMODEL_H
#include "Config.h"
#include <vector>
#include <deque>
#include "gui/interface/Colour.h"
#include "client/User.h"
#include "gui/interface/Point.h"
class Menu;
class Tool;
class QuickOption;
class Brush;
class GameView;
class Notification;
class GameController;
class SaveInfo;
class SaveFile;
class Simulation;
class Renderer;
class Snapshot;
class GameSave;
class ToolSelection
{
public:
enum
{
ToolPrimary, ToolSecondary, ToolTertiary
};
};
class GameModel
{
private:
std::vector<Notification*> notifications;
//int clipboardSize;
//unsigned char * clipboardData;
GameSave * clipboard;
GameSave * placeSave;
std::deque<String> consoleLog;
std::vector<GameView*> observers;
std::vector<Tool*> toolList;
//All tools that are associated with elements
std::vector<Tool*> elementTools;
//Tools that are present in elementTools, but don't have an associated menu and need to be freed manually
std::vector<Tool*> extraElementTools;
Simulation * sim;
Renderer * ren;
std::vector<Menu*> menuList;
std::vector<QuickOption*> quickOptions;
int activeMenu;
int currentBrush;
std::vector<Brush *> brushList;
SaveInfo * currentSave;
SaveFile * currentFile;
Tool * lastTool;
Tool ** activeTools;
Tool * decoToolset[4];
Tool * regularToolset[4];
User currentUser;
float toolStrength;
std::deque<Snapshot*> history;
Snapshot *redoHistory;
unsigned int historyPosition;
unsigned int undoHistoryLimit;
bool mouseClickRequired;
bool includePressure;
bool perfectCircle = true;
size_t activeColourPreset;
std::vector<ui::Colour> colourPresets;
bool colourSelector;
ui::Colour colour;
int edgeMode;
float ambientAirTemp;
int decoSpace;
String infoTip;
String toolTip;
//bool zoomEnabled;
void notifyRendererChanged();
void notifySimulationChanged();
void notifyPausedChanged();
void notifyDecorationChanged();
void notifySaveChanged();
void notifyBrushChanged();
void notifyMenuListChanged();
void notifyToolListChanged();
void notifyActiveToolsChanged();
void notifyUserChanged();
void notifyZoomChanged();
void notifyClipboardChanged();
void notifyPlaceSaveChanged();
void notifyColourSelectorColourChanged();
void notifyColourSelectorVisibilityChanged();
void notifyColourPresetsChanged();
void notifyColourActivePresetChanged();
void notifyNotificationsChanged();
void notifyLogChanged(String entry);
void notifyInfoTipChanged();
void notifyToolTipChanged();
void notifyQuickOptionsChanged();
void notifyLastToolChanged();
public:
GameModel();
~GameModel();
void SetEdgeMode(int edgeMode);
int GetEdgeMode();
void SetAmbientAirTemperature(float ambientAirTemp);
float GetAmbientAirTemperature();
void SetDecoSpace(int decoSpace);
int GetDecoSpace();
void SetActiveColourPreset(size_t preset);
size_t GetActiveColourPreset();
void SetPresetColour(ui::Colour colour);
std::vector<ui::Colour> GetColourPresets();
void SetColourSelectorVisibility(bool visibility);
bool GetColourSelectorVisibility();
void SetColourSelectorColour(ui::Colour colour);
ui::Colour GetColourSelectorColour();
void SetToolTip(String text);
void SetInfoTip(String text);
String GetToolTip();
String GetInfoTip();
void BuildMenus();
void BuildFavoritesMenu();
void BuildBrushList();
void BuildQuickOptionMenu(GameController * controller);
std::deque<Snapshot*> GetHistory();
unsigned int GetHistoryPosition();
void SetHistory(std::deque<Snapshot*> newHistory);
void SetHistoryPosition(unsigned int newHistoryPosition);
Snapshot * GetRedoHistory();
void SetRedoHistory(Snapshot * redo);
unsigned int GetUndoHistoryLimit();
void SetUndoHistoryLimit(unsigned int undoHistoryLimit_);
void UpdateQuickOptions();
Tool * GetActiveTool(int selection);
void SetActiveTool(int selection, Tool * tool);
void SetToolStrength(float value);
float GetToolStrength();
Tool * GetLastTool();
void SetLastTool(Tool * newTool);
Tool *GetToolFromIdentifier(ByteString const &identifier);
Tool * GetElementTool(int elementID);
std::vector<Tool*> GetToolList();
std::vector<Tool*> GetUnlistedTools();
Brush * GetBrush();
std::vector<Brush*> GetBrushList();
int GetBrushID();
void SetBrushID(int i);
void SetVote(int direction);
SaveInfo * GetSave();
SaveFile * GetSaveFile();
void SetSave(SaveInfo * newSave, bool invertIncludePressure);
void SetSaveFile(SaveFile * newSave, bool invertIncludePressure);
void AddObserver(GameView * observer);
void SetPaused(bool pauseState);
bool GetPaused();
void SetDecoration(bool decorationState);
bool GetDecoration();
void SetAHeatEnable(bool aHeat);
bool GetAHeatEnable();
void ResetAHeat();
void SetNewtonianGravity(bool newtonainGravity);
bool GetNewtonianGrvity();
void ShowGravityGrid(bool showGrid);
bool GetGravityGrid();
void ClearSimulation();
std::vector<Menu*> GetMenuList();
std::vector<QuickOption*> GetQuickOptions();
void SetActiveMenu(int menuID);
int GetActiveMenu();
void FrameStep(int frames);
User GetUser();
void SetUser(User user);
Simulation * GetSimulation();
Renderer * GetRenderer();
void SetZoomEnabled(bool enabled);
bool GetZoomEnabled();
void SetZoomSize(int size);
int GetZoomSize();
void SetZoomFactor(int factor);
int GetZoomFactor();
void SetZoomPosition(ui::Point position);
ui::Point GetZoomPosition();
bool MouseInZoom(ui::Point position);
ui::Point AdjustZoomCoords(ui::Point position);
void SetZoomWindowPosition(ui::Point position);
ui::Point GetZoomWindowPosition();
void SetClipboard(GameSave * save);
void SetPlaceSave(GameSave * save);
void Log(String message, bool printToFile);
std::deque<String> GetLog();
GameSave * GetClipboard();
GameSave * GetPlaceSave();
bool GetMouseClickRequired();
void SetMouseClickRequired(bool mouseClickRequired);
bool GetIncludePressure();
void SetIncludePressure(bool includePressure);
void SetPerfectCircle(bool perfectCircle);
inline bool GetPerfectCircle() const
{
return perfectCircle;
}
std::vector<Notification*> GetNotifications();
void AddNotification(Notification * notification);
void RemoveNotification(Notification * notification);
void RemoveCustomGOLType(const ByteString &identifier);
ByteString SelectNextIdentifier;
int SelectNextTool;
};
#endif // GAMEMODEL_H