project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/RoomStateManager.java
author unC0Rr
Wed, 01 May 2024 16:49:16 +0200
changeset 16041 caba603f461f
parent 10017 de822cd3df3a
permissions -rw-r--r--
Allow to move camera by dragging mouse cursor over game field

/*
 * Hedgewars for Android. An Android port of Hedgewars, a free turn based strategy game
 * Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 */

package org.hedgewars.hedgeroid;

import java.util.Map;

import org.hedgewars.hedgeroid.Datastructures.MapRecipe;
import org.hedgewars.hedgeroid.Datastructures.Scheme;
import org.hedgewars.hedgeroid.Datastructures.Team;
import org.hedgewars.hedgeroid.Datastructures.TeamInGame;
import org.hedgewars.hedgeroid.Datastructures.Weaponset;

/**
 * This interface is supposed to abstract the handling of room state for several
 * fragments that can display and manipulate it. The purpose of this is to allow
 * using these fragments both for setting up networked and local games, despite
 * the fact that for local games the settings can be changed immediately in
 * memory, while they have to be sent out to the server for networked games.
 *
 * If/when the state changes as result of calling one of the "changeX" or
 * "requestX" functions, that will also trigger the corresponding change
 * listener method. There is no guarantee that calling a changeX method will
 * actually change the setting (e.g. if you're not room chief).
 *
 * For local games, getChiefStatus is always true.
 *
 * Implementations of this interface are probably not thread safe and should
 * only be used on the UI thread.
 */
public interface RoomStateManager {
    // Query current state
    MapRecipe getMapRecipe();
    boolean getChiefStatus();
    Scheme getScheme();
    String getGameStyle();
    Weaponset getWeaponset();
    Map<String, TeamInGame> getTeams();

    // Manipulate state
    void changeMapRecipe(MapRecipe map);
    void changeMapTheme(String theme);

    /**
     * This function sets both the map's name and generator. There is no function
     * to change them independendly since e.g. the QtFrontend relies on them being
     * consistent.
     *
     * If the name parameter is equal to one of the MapRecipe.MAPNAME_REGULAR, MAPNAME_MAZE
     * or MAPNAME_DRAWN constants, the map generator is set accordingly. Otherwise, the
     * map generator is set to represent a mapfile. The map's name is always set to
     * the parameter.
     */
    void changeMapNameAndGenerator(String mapName);
    void changeMapTemplate(int template);
    void changeMazeSize(int mazeSize);
    void changeMapSeed(String seed);
    void changeMapDrawdata(byte[] drawdata);

    void changeScheme(Scheme scheme);
    void changeGameStyle(String style);
    void changeWeaponset(Weaponset weaponset);

    void requestAddTeam(Team team, int colorIndex);
    void requestRemoveTeam(String teamname);
    void changeTeamColorIndex(String teamname, int colorIndex);
    void changeTeamHogCount(String teamname, int hogcount);

    // Observe changes
    void addListener(Listener observer);
    void removeListener(Listener observer);

    public interface Listener {
        void onMapChanged(MapRecipe recipe);
        void onChiefStatusChanged(boolean isChief);
        void onSchemeChanged(Scheme scheme);
        void onGameStyleChanged(String gameStyle);
        void onWeaponsetChanged(Weaponset weaponset);
        void onTeamsChanged(Map<String, TeamInGame> teams);
    }

    public static class ListenerAdapter implements Listener {
        public void onMapChanged(MapRecipe recipe) {}
        public void onChiefStatusChanged(boolean isChief) {}
        public void onSchemeChanged(Scheme scheme) {}
        public void onGameStyleChanged(String gameStyle) {}
        public void onWeaponsetChanged(Weaponset weaponset) {}
        public void onTeamsChanged(Map<String, TeamInGame> teams) {}
    }

    public interface Provider {
        RoomStateManager getRoomStateManager();
    }
}