/* * Project: MoleCuilder * Description: creates and alters molecular systems * Copyright (C) 2010 University of Bonn. All rights reserved. * Please see the LICENSE file or "Copyright notice" in builder.cpp for details. */ /* * SetRandomNumbersEngine.cpp * * Created on: Jan 01, 2011 * Author: heber */ // include config.h #ifdef HAVE_CONFIG_H #include #endif #include "CodePatterns/MemDebug.hpp" #include "CodePatterns/Log.hpp" #include "molecule.hpp" #include "CodePatterns/Verbose.hpp" #include "World.hpp" #include "RandomNumbers/RandomNumberEngine.hpp" #include "RandomNumbers/RandomNumberEngineFactory.hpp" #include #include #include using namespace std; #include "SetRandomNumbersEngineAction.hpp" // and construct the stuff #include "SetRandomNumbersEngineAction.def" #include "Action_impl_pre.hpp" /** =========== define the function ====================== */ Action::state_ptr CommandSetRandomNumbersEngineAction::performCall() { // obtain information getParametersfromValueStorage(); // create a new state for undo CommandSetRandomNumbersEngineState *state = new CommandSetRandomNumbersEngineState( RandomNumberEngineFactory::getInstance().getCurrentTypeName(), RandomNumberEngineFactory::getInstance().getPrototype().getseed(), params); // set new default RandomNumberEngineFactory::getInstance().setCurrentType(params.engine_type); // set new seed if given, have to use ugly const_cast as prototype is not manipulable if (params.seed != -1) { RandomNumberEngine &engine = const_cast( RandomNumberEngineFactory::getInstance().getPrototype(params.engine_type) ); engine.seed(params.seed); } DoLog(0) && (Log() << Verbose(0) << "Default random number engine is now: " << RandomNumberEngineFactory::getInstance().getCurrentTypeName() << std::endl); return Action::state_ptr(state); } Action::state_ptr CommandSetRandomNumbersEngineAction::performUndo(Action::state_ptr _state) { CommandSetRandomNumbersEngineState *state = assert_cast(_state.get()); // create a new state for redo CommandSetRandomNumbersEngineState *newstate = new CommandSetRandomNumbersEngineState( RandomNumberEngineFactory::getInstance().getCurrentTypeName(), RandomNumberEngineFactory::getInstance().getPrototype().getseed(), state->params); // set new default RandomNumberEngineFactory::getInstance().setCurrentType(state->old_engine_type); RandomNumberEngine &engine = const_cast( RandomNumberEngineFactory::getInstance().getPrototype(state->params.engine_type) ); // set new seed if given, have to use ugly const_cast as prototype is not manipulable if (state->params.seed != -1) { engine.seed(state->params.seed); } DoLog(0) && (Log() << Verbose(0) << "Default random number engine is undone to: " << RandomNumberEngineFactory::getInstance().getCurrentTypeName() << std::endl); return Action::state_ptr(newstate); } Action::state_ptr CommandSetRandomNumbersEngineAction::performRedo(Action::state_ptr _state){ return performUndo(_state); } bool CommandSetRandomNumbersEngineAction::canUndo() { return true; } bool CommandSetRandomNumbersEngineAction::shouldUndo() { return true; } /** =========== end of function ====================== */