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ApplicationManager.cpp
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ApplicationManager.cpp
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#include "ApplicationManager.h"
#include "Actions\ActionAddRes.h"
#include"ActionAddBuzz.h"
#include"ActionAddBulb.h "
#include"ActionAddConnec.h "
#include"Actions/ActionAddBattery.h"
#include"Actions/ActionAddGround.h"
ApplicationManager::ApplicationManager()
{
CompCount = 0;
for(int i=0; i<MaxCompCount; i++)
CompList[i] = nullptr;
for (int i = 0; i < MaxCompCount; i++)
ConnList[i] = nullptr;
//Creates the UI Object & Initialize the UI
pUI = new UI;
}
////////////////////////////////////////////////////////////////////
void ApplicationManager::AddComponent(Component* pComp)
{
CompList[CompCount++] = pComp;
}
void ApplicationManager::AddConnection(Connection* pConn)
{
ConnList[ConnCount++] = pConn;
}
////////////////////////////////////////////////////////////////////
ActionType ApplicationManager::GetUserAction()
{
//Call input to get what action is reuired from the user
return pUI->GetUserAction();
}
////////////////////////////////////////////////////////////////////
void ApplicationManager::ExecuteAction(ActionType ActType)
{
Action* pAct = nullptr;
switch (ActType)
{
case ADD_RESISTOR:
pAct= new ActionAddRes(this);
break;
case ADD_LAMP:
pAct = new ActionAddBulb(this);
break;
case ADD_BATTERY:
pAct = new ActionAddBattery(this);
break;
/*case ADD_SWITCH:
pAct = new ActionAddSwitch(this);
break;*/
case ADD_GRND:
pAct = new ActionAddGround(this);
break;
case ADD_BUZZER:
pAct = new ActionAddBuzz(this);
break;
/*case ADD_FUSE:
pAct = new ActionAddfuse(this);
break;*/
case ADD_CONNECTION:
pAct = new ActionAddConnec(this);
break;
case EXIT:
///TODO: create ExitAction here
break;
}
if(pAct)
{
pAct->Execute();
delete pAct;
pAct = nullptr;
}
}
////////////////////////////////////////////////////////////////////
void ApplicationManager::UpdateInterface()
{
for(int i=0; i<CompCount; i++)
CompList[i]->Draw(pUI);
for(int i = 0; i < ConnCount; i++)
ConnList[i]->Draw(pUI);
}
////////////////////////////////////////////////////////////////////
UI* ApplicationManager::GetUI()
{
return pUI;
}
////////////////////////////////////////////////////////////////////
ApplicationManager::~ApplicationManager()
{
for(int i=0; i<CompCount; i++)
delete CompList[i];
for (int i = 0; i < ConnCount; i++)
delete ConnList[i];
delete pUI;
}
bool ApplicationManager::ValidConnectionPoint(int x, int y, const Component* c1) {
int c = 0;
for (int i = 0; i < CompCount; i++) {
if (CompList[i]->IsInRegion(x, y)) {
c1 = CompList[i];
c++;
}
}
if (c > 0)
return true;
else
return false;
}