Torque3D/Engine/source/gui/worldEditor/undoActions.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

138 lines
3.6 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#ifndef _GUI_WORLDEDITOR_UNDOACTIONS_H_
#define _GUI_WORLDEDITOR_UNDOACTIONS_H_
#ifndef _UNDO_H_
#include "util/undo.h"
#endif
#ifndef _CONSOLE_SIMOBJECTMEMENTO_H_
#include "console/simObjectMemento.h"
#endif
// Need full definition visible for SimObjectPtr<GuiInspectorField>
#include "gui/editor/inspector/field.h"
class GuiInspector;
class MECreateUndoAction : public UndoAction
{
typedef UndoAction Parent;
protected:
struct ObjectState
{
/// The object we created and will delete in undo.
SimObjectId id;
/// The captured object state.
SimObjectMemento memento;
/// Keep track of the parent group.
SimObjectId groupId;
};
/// All the objects that were created.
Vector<ObjectState> mObjects;
public:
DECLARE_CONOBJECT( MECreateUndoAction );
static void initPersistFields();
MECreateUndoAction( const UTF8* actionName = " " );
virtual ~MECreateUndoAction();
void addObject( SimObject *object );
// UndoAction
void undo() override;
void redo() override;
};
class MEDeleteUndoAction : public UndoAction
{
typedef UndoAction Parent;
protected:
struct ObjectState
{
/// The object we deleted and will restore in undo.
SimObjectId id;
/// The captured object state.
SimObjectMemento memento;
/// Keep track of the parent group.
SimObjectId groupId;
};
/// All the objects we're deleting.
Vector<ObjectState> mObjects;
public:
DECLARE_CONOBJECT( MEDeleteUndoAction );
static void initPersistFields();
MEDeleteUndoAction( const UTF8* actionName = "Delete Object" );
virtual ~MEDeleteUndoAction();
///
void deleteObject( SimObject *object );
void deleteObject( const Vector<SimObject*> &objectList );
// UndoAction
void undo() override;
void redo() override;
};
class InspectorFieldUndoAction : public UndoAction
{
typedef UndoAction Parent;
public:
InspectorFieldUndoAction();
InspectorFieldUndoAction( const UTF8* actionName );
DECLARE_CONOBJECT( InspectorFieldUndoAction );
static void initPersistFields();
GuiInspector *mInspector;
SimObjectId mObjId;
SimObjectPtr<GuiInspectorField> mField;
StringTableEntry mSlotName;
StringTableEntry mArrayIdx;
String mData;
// UndoAction
void undo() override;
void redo() override { undo(); }
};
#endif // _GUI_WORLDEDITOR_UNDOACTIONS_H_