/*
* This project is licensed under the MIT license. Module model-view-viewmodel is using ZK framework licensed under LGPL (see lgpl-3.0.txt).
*
* The MIT License
* Copyright © 2014-2022 Ilkka Seppälä
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package com.iluwatar.command;
/**
* The Command pattern is a behavioral design pattern in which an object is used to encapsulate all
* information needed to perform an action or trigger an event at a later time. This information
* includes the method name, the object that owns the method, and values for the method parameters.
*
* Four terms always associated with the command pattern are command, receiver, invoker and
* client. A command object (spell) knows about the receiver (target) and invokes a method of the
* receiver. An invoker object (wizard) receives a reference to the command to be executed and
* optionally does bookkeeping about the command execution. The invoker does not know anything
* about how the command is executed. The client decides which commands to execute at which
* points. To execute a command, it passes a reference of the function to the invoker object.
*
*
In other words, in this example the wizard casts spells on the goblin. The wizard keeps track
* of the previous spells cast, so it is easy to undo them. In addition, the wizard keeps track of
* the spells undone, so they can be redone.
*/
public class App {
/**
* Program entry point.
*
* @param args command line args
*/
public static void main(String[] args) {
var wizard = new Wizard();
var goblin = new Goblin();
goblin.printStatus();
wizard.castSpell(goblin::changeSize);
goblin.printStatus();
wizard.castSpell(goblin::changeVisibility);
goblin.printStatus();
wizard.undoLastSpell();
goblin.printStatus();
wizard.undoLastSpell();
goblin.printStatus();
wizard.redoLastSpell();
goblin.printStatus();
wizard.redoLastSpell();
goblin.printStatus();
}
}