mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
136 lines
3.5 KiB
C++
136 lines
3.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GUI_WORLDEDITOR_UNDOACTIONS_H_
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#define _GUI_WORLDEDITOR_UNDOACTIONS_H_
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#ifndef _UNDO_H_
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#include "util/undo.h"
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#endif
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#ifndef _CONSOLE_SIMOBJECTMEMENTO_H_
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#include "console/simObjectMemento.h"
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#endif
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class GuiInspectorField;
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class GuiInspector;
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class MECreateUndoAction : public UndoAction
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{
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typedef UndoAction Parent;
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protected:
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struct ObjectState
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{
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/// The object we created and will delete in undo.
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SimObjectId id;
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/// The captured object state.
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SimObjectMemento memento;
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/// Keep track of the parent group.
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SimObjectId groupId;
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};
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/// All the objects that were created.
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Vector<ObjectState> mObjects;
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public:
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DECLARE_CONOBJECT( MECreateUndoAction );
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static void initPersistFields();
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MECreateUndoAction( const UTF8* actionName = " " );
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virtual ~MECreateUndoAction();
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void addObject( SimObject *object );
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// UndoAction
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virtual void undo();
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virtual void redo();
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};
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class MEDeleteUndoAction : public UndoAction
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{
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typedef UndoAction Parent;
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protected:
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struct ObjectState
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{
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/// The object we deleted and will restore in undo.
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SimObjectId id;
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/// The captured object state.
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SimObjectMemento memento;
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/// Keep track of the parent group.
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SimObjectId groupId;
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};
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/// All the objects we're deleting.
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Vector<ObjectState> mObjects;
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public:
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DECLARE_CONOBJECT( MEDeleteUndoAction );
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static void initPersistFields();
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MEDeleteUndoAction( const UTF8* actionName = "Delete Object" );
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virtual ~MEDeleteUndoAction();
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///
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void deleteObject( SimObject *object );
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void deleteObject( const Vector<SimObject*> &objectList );
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// UndoAction
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virtual void undo();
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virtual void redo();
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};
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class InspectorFieldUndoAction : public UndoAction
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{
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typedef UndoAction Parent;
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public:
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InspectorFieldUndoAction();
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InspectorFieldUndoAction( const UTF8* actionName );
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DECLARE_CONOBJECT( InspectorFieldUndoAction );
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static void initPersistFields();
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GuiInspector *mInspector;
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SimObjectId mObjId;
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SimObjectPtr<GuiInspectorField> mField;
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StringTableEntry mSlotName;
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StringTableEntry mArrayIdx;
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String mData;
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// UndoAction
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virtual void undo();
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virtual void redo() { undo(); }
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};
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#endif // _GUI_WORLDEDITOR_UNDOACTIONS_H_
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