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ApplicationManager.cpp
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ApplicationManager.cpp
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#include "ApplicationManager.h"
#include "AddLadderAction.h"
#include "AddCardAction.h"
#include"AddSnakeAction.h"
#include "RollDiceAction.h"
#include"AddCoinsetAction.h"
#include"CopyCardorCoin.h"
#include"CutCardorCoin.h"
#include"Paste.h"
#include"DiceValue.h"
#include"Delete.h"
#include"Offer.h"
#include"Accept.h"
#include"Return.h"
#include"Sell.h"
#include"NewGame.h"
#include"SaveGrid.h"
#include"OpenGridAction.h"
#include"SwitchToDesignMode.h"
#include"Exit.h"
#include"toplay.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_COINSET:
pAct = new AddCoinsetAction(this);
break;
case ADD_CARD:
// create an object of AddCardAction here
pAct = new AddCardAction(this);
break;
case COPY:
pAct =new CopyCardorCoin(this);
break;
case CUT:
pAct = new CutCardorCoin(this);
break;
case PASTE:
pAct = new Paste(this);
break;
case DELETES:
pAct = new Delete(this);
break;
case SAVEGRID:
pAct = new SaveGrid(this);
break;
case OPENGRID:
pAct = new OpenGridAction(this);
break;
case TO_PLAY_MODE:
pAct = new toplay(this);
break;
case EXIT:
pAct = new Exit(this);
break;
/////////////////////////////////////////////////////////////////
case ROLL_DICE:
// create an object of RollDiceAction here
pAct = new RollDiceAction(this);
break;
case Dice_value:
pAct = new DiceValue(this);
break;
case OMOR:
pAct = new Offer(this);
break;
case AMOR:
pAct = new Accept(this);
break;//Accept mortgage
case RMOR:
pAct = new Return(this);
break;
case SELL:
pAct = new Sell(this);
break;
case NEWGAME:
pAct = new NewGame(this);
break;
case TO_DESIGN_MODE:
pAct = new SwitchToDesignMode(this);
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;
}
}