/**
* eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the
* <e-UCM> research group.
*
* Copyright 2005-2010 <e-UCM> research group.
*
* You can access a list of all the contributors to eAdventure at:
* http://e-adventure.e-ucm.es/contributors
*
* <e-UCM> is a research group of the Department of Software Engineering
* and Artificial Intelligence at the Complutense University of Madrid
* (School of Computer Science).
*
* C Profesor Jose Garcia Santesmases sn,
* 28040 Madrid (Madrid), Spain.
*
* For more info please visit: <http://e-adventure.e-ucm.es> or
* <http://www.e-ucm.es>
*
* ****************************************************************************
*
* This file is part of eAdventure, version 2.0
*
* eAdventure is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* eAdventure 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with eAdventure. If not, see <http://www.gnu.org/licenses/>.
*/
package es.eucm.ead.editor.control;
import es.eucm.ead.editor.control.change.ChangeNotifier;
/**
* Interface for the management of Commands that modify the editor model.
* Performing, undoing and redoing commands causes changes in the model,
* resulting in ModelEvents being delivered to registered ModelListeners
*/
public interface CommandManager extends ChangeNotifier<String> {
/**
* Perform an command over the game model
*/
public void performCommand(Command action);
/**
* Undo the latest command over the game model
*/
public void undoCommand();
/**
* Redo the latest undo command over the game model
*/
public void redoCommand();
/**
* Returns true if there is an command to redo
*/
public boolean canRedo();
/**
* Returns true if there is an command to undo
*/
public boolean canUndo();
/**
* @return true if the game model was modified (any action performed,
* undone or redone after a setSaved).
*/
public boolean isChanged();
/**
* Called to indicate that the model has been saved. Immediately
* after this call, isChanged will return false. Any additional action will
* return isChanged to its "always-false" mode.
*/
public void setSaved();
/**
* Clear the list of commands performed
*/
public void clearCommands();
/**
* Add a new stack of commands, used to perform contained tasks
* such as those in a modal panel
*/
void addStack();
/**
* Remove command stack
*
* @param cancelChanges Cancel changes performed on the command stack
*/
void removeCommandStacks(boolean cancelChanges);
/*
* Set the controller
*/
void setController(Controller controller);
}