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#ifndef GAMECONTROLLER_H
#define GAMECONTROLLER_H
#include <queue>
#include "GameView.h"
#include "GameModel.h"
#include "interface/Point.h"
#include "simulation/Simulation.h"
#include "search/SearchController.h"
#include "render/RenderController.h"
#include "login/LoginController.h"
#include "tags/TagsController.h"
#include "console/ConsoleController.h"
#include "localbrowser/LocalBrowserController.h"
//#include "cat/TPTScriptInterface.h"
#include "cat/LuaScriptInterface.h"
#include "options/OptionsController.h"
#include "client/ClientListener.h"
#include "RenderPreset.h"
#include "Menu.h"
using namespace std;
class Notification;
class GameModel;
class GameView;
class CommandInterface;
class ConsoleController;
class GameController: public ClientListener
{
private:
//Simulation * sim;
GameView * gameView;
GameModel * gameModel;
SearchController * search;
RenderController * renderOptions;
LoginController * loginWindow;
ConsoleController * console;
TagsController * tagsWindow;
LocalBrowserController * localBrowser;
OptionsController * options;
CommandInterface * commandInterface;
public:
bool HasDone;
class LoginCallback;
class SearchCallback;
class RenderCallback;
class SSaveCallback;
class TagsCallback;
class StampsCallback;
class OptionsCallback;
GameController();
~GameController();
GameView * GetView();
bool BrushChanged(int brushType, int rx, int ry);
bool MouseMove(int x, int y, int dx, int dy);
bool MouseDown(int x, int y, unsigned button);
bool MouseUp(int x, int y, unsigned button);
bool MouseWheel(int x, int y, int d);
bool KeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt);
bool KeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt);
void Tick();
void Exit();
void LoadRenderPreset(RenderPreset preset);
void SetZoomEnabled(bool zoomEnable);
void SetZoomPosition(ui::Point position);
void AdjustBrushSize(int direction, bool logarithmic = false, bool xAxis = false, bool yAxis = false);
void AdjustZoomSize(int direction, bool logarithmic = false);
void ToolClick(int toolSelection, ui::Point point);
void DrawPoints(int toolSelection, queue<ui::Point*> & pointQueue);
void DrawRect(int toolSelection, ui::Point point1, ui::Point point2);
void DrawLine(int toolSelection, ui::Point point1, ui::Point point2);
void DrawFill(int toolSelection, ui::Point point);
void StampRegion(ui::Point point1, ui::Point point2);
void CopyRegion(ui::Point point1, ui::Point point2);
void Update();
void SetPaused(bool pauseState);
void SetPaused();
void SetDecoration(bool decorationState);
void SetDecoration();
void SetActiveMenu(Menu * menu);
void SetActiveTool(int toolSelection, Tool * tool);
void SetColour(ui::Colour colour);
void SetToolStrength(float value);
void LoadSaveFile(SaveFile * file);
void LoadSave(SaveInfo * save);
void OpenSearch();
void OpenLogin();
void OpenTags();
void OpenLocalSaveWindow();
void OpenLocalBrowse();
void OpenOptions();
void OpenRenderOptions();
void OpenSaveWindow();
void SaveAsCurrent();
void OpenStamps();
void OpenElementSearch();
void PlaceSave(ui::Point position);
void ClearSim();
void ReloadSim();
void Vote(int direction);
void ChangeBrush();
void ShowConsole();
void FrameStep();
void TranslateSave(ui::Point point);
void TransformSave(matrix2d transform);
ui::Point PointTranslate(ui::Point point);
ui::Point NormaliseBlockCoord(ui::Point point);
std::string ElementResolve(int type);
void ResetAir();
void ResetSpark();
void SwitchGravity();
void SwitchAir();
void ToggleAHeat();
void LoadClipboard();
void LoadStamp();
void RemoveNotification(Notification * notification);
virtual void NotifyUpdateAvailable(Client * sender);
void RunUpdater();
};
#endif // GAMECONTROLLER_H
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