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https://github.com/wesnoth/wesnoth
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95 lines
2.9 KiB
C++
95 lines
2.9 KiB
C++
/*
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Copyright (C) 2015 - 2024
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Part of the Battle for Wesnoth Project https://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#pragma once
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#include "play_controller.hpp"
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#include "mouse_handler_base.hpp" //events::command_disabler
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class replay_controller : public events::observer
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{
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public:
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class replay_stop_condition
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{
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public:
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virtual void move_done() {}
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virtual void new_side_turn(int , int ) {}
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virtual bool should_stop() { return true; }
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virtual ~replay_stop_condition(){}
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};
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static void nop() {}
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replay_controller(play_controller& controller, bool control_view, const std::shared_ptr<config>& reset_state, const std::function<void()>& on_end_replay = nop);
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~replay_controller();
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// void reset_replay();
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void play_replay();
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void stop_replay();
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void replay_next_turn();
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void replay_next_side();
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void replay_next_move();
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void play_side_impl();
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bool recorder_at_end() const;
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bool should_stop() const { return stop_condition_->should_stop(); }
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bool can_execute_command(const hotkey::ui_command& cmd) const;
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bool is_controlling_view() const {
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return vision_.has_value();
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}
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bool allow_reset_replay() const { return reset_state_.get() != nullptr; }
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const std::shared_ptr<config>& get_reset_state() const { return reset_state_; }
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void return_to_play_side(bool r = true) { return_to_play_side_ = r; }
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void replay_show_everything();
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void replay_show_each();
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void replay_show_team1();
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void update_teams();
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void update_viewing_player();
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bool see_all();
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private:
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void add_replay_theme();
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void init();
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void update_gui();
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void handle_generic_event(const std::string& name) override;
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/**
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* Refresh the states of the replay-control buttons, this will cause the
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* hotkey framework to query can_execute_command() for each button and then
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* set the enabled/disabled state based on that query.
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*
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* The ids for the associated buttons are: "button-playreplay",
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* "button-stopreplay", "button-resetreplay", "button-nextturn",
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* "button-nextside", and "button-nextmove".
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*/
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void update_enabled_buttons();
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play_controller& controller_;
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std::unique_ptr<replay_stop_condition> stop_condition_;
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events::command_disabler disabler_;
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enum REPLAY_VISION
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{
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HUMAN_TEAM,
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CURRENT_TEAM,
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SHOW_ALL,
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};
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utils::optional<REPLAY_VISION> vision_;
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/// When the "Reset" button is pressed reset the gamestate to this
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/// serialized gamestaten, the initial gamestate.
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std::shared_ptr<config> reset_state_;
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/// Called when there are no more moves in the [replay] to process
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std::function<void()> on_end_replay_;
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/// Used by unit tests.
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bool return_to_play_side_;
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};
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