project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/RoomStateManager.java
Hedgeroid: Final sprint to the deadline
- Changed local game setup to use the new fragments from the netroom
- Pulled team editing into the main activity menu / action bar
- Cleanups, renames, anything to make the code look better ;)
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();
}
}