// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net // Precompiled Header #include "SceneDesignerFrameworkPCH.h" #include "MChangeFrozenStateCommand.h" #include "MEventManager.h" #include "MUtility.h" using namespace Emergent::Gamebryo::SceneDesigner::Framework; //--------------------------------------------------------------------------- MChangeFrozenStateCommand::MChangeFrozenStateCommand(MEntity* pmEntity, bool bNewFrozenState) : m_pmEntity(pmEntity), m_bNewFrozenState(bNewFrozenState), m_bOldDataValid(false) { } //--------------------------------------------------------------------------- void MChangeFrozenStateCommand::Do_Dispose(bool bDisposing) { } //--------------------------------------------------------------------------- // ICommand members. //--------------------------------------------------------------------------- String* MChangeFrozenStateCommand::get_Name() { MVerifyValidInstance; String* strCommand = m_bNewFrozenState ? "Freeze" : "Unfreeze"; return String::Format("{0} \"{1}\" entity", strCommand, m_pmEntity->Name); } //--------------------------------------------------------------------------- NiEntityCommandInterface* MChangeFrozenStateCommand::GetNiEntityCommandInterface() { MVerifyValidInstance; return NULL; } //--------------------------------------------------------------------------- void MChangeFrozenStateCommand::DoCommand(bool bInBatch, bool bUndoable) { MVerifyValidInstance; // Execute command. m_bOldFrozenState = m_pmEntity->Frozen; m_bOldDataValid = true; m_pmEntity->m_bFrozen = m_bNewFrozenState; // Raise event. MEventManager::Instance->RaiseEntityFrozenStateChanged(m_pmEntity, m_bNewFrozenState); } //--------------------------------------------------------------------------- void MChangeFrozenStateCommand::UndoCommand(bool bInBatch) { MVerifyValidInstance; // Report errors. if (!m_bOldDataValid) { const char* pcCommandName = MStringToCharPointer(this->Name); const char* pcEntityName = MStringToCharPointer(m_pmEntity->Name); NiDefaultErrorHandlerPtr spErrors = NiNew NiDefaultErrorHandler(1); spErrors->ReportError("Can't undo command; the command must be done " "before it can be undone.", pcCommandName, pcEntityName, NULL); MFreeCharPointer(pcEntityName); MFreeCharPointer(pcCommandName); MUtility::AddErrorInterfaceMessages(MessageChannelType::Errors, spErrors); } // Undo command. m_pmEntity->m_bFrozen = m_bOldFrozenState; // Raise event. MEventManager::Instance->RaiseEntityFrozenStateChanged(m_pmEntity, m_bOldFrozenState); } //---------------------------------------------------------------------------