mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
246 lines
7.1 KiB
C++
246 lines
7.1 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 _UNDO_H_
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#define _UNDO_H_
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#ifndef _SIMOBJECT_H_
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#include "console/simObject.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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class UndoManager;
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///
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class UndoAction : public SimObject
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{
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friend class UndoManager;
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protected:
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// The manager this was added to.
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UndoManager* mUndoManager;
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public:
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/// A brief description of the action, for display in menus and the like.
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// not private because we're exposing it to the console.
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String mActionName;
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// Required in all ConsoleObject subclasses.
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typedef SimObject Parent;
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DECLARE_CONOBJECT(UndoAction);
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static void initPersistFields();
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/// Create a new action, assigning it a name for display in menus et cetera.
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UndoAction(const UTF8 *actionName = " ");
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virtual ~UndoAction();
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/// Implement these methods to perform your specific undo & redo tasks.
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virtual void undo() { };
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virtual void redo() { };
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/// Adds the action to the undo stack of the default UndoManager, or the provided manager.
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void addToManager(UndoManager* theMan = NULL);
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};
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/// An undo action that is comprised of other undo actions.
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class CompoundUndoAction : public UndoAction
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{
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friend class UndoManager;
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protected:
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Vector< UndoAction* > mChildren;
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public:
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typedef UndoAction Parent;
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CompoundUndoAction( const UTF8 *actionName = " " );
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virtual ~CompoundUndoAction();
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DECLARE_CONOBJECT(CompoundUndoAction);
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virtual void addAction( UndoAction *action );
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virtual void undo();
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virtual void redo();
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virtual void onDeleteNotify( SimObject* object );
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U32 getNumChildren() const { return mChildren.size(); }
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};
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///
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class UndoManager : public SimObject
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{
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private:
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/// Default number of undo & redo levels.
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const static U32 kDefaultNumLevels = 100;
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/// The stacks of undo & redo actions. They will be capped at size mNumLevels.
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Vector<UndoAction*> mUndoStack;
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Vector<UndoAction*> mRedoStack;
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/// Stack for assembling compound actions.
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Vector< CompoundUndoAction* > mCompoundStack;
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/// Deletes all the UndoActions in a stack, then clears it.
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void clearStack(Vector<UndoAction*> &stack);
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/// Clamps a Vector to mNumLevels entries.
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void clampStack(Vector<UndoAction*> &stack);
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/// Run the removal logic on the action.
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void doRemove( UndoAction* action, bool noDelete );
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public:
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/// Number of undo & redo levels.
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// not private because we're exposing it to the console.
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U32 mNumLevels;
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// Required in all ConsoleObject subclasses.
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typedef SimObject Parent;
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DECLARE_CONOBJECT(UndoManager);
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static void initPersistFields();
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/// Constructor. If levels = 0, we use the default number of undo levels.
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UndoManager(U32 levels = kDefaultNumLevels);
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/// Destructor. deletes and clears the undo & redo stacks.
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~UndoManager();
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/// Accessor to the default undo manager singleton. Creates one if needed.
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static UndoManager& getDefaultManager();
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/// Undo last action, and put it on the redo stack.
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void undo();
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/// Redo the last action, and put it on the undo stack.
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void redo();
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/// Clears the undo and redo stacks.
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void clearAll();
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/// Returns the printable name of the top actions on the undo & redo stacks.
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const char* getNextUndoName();
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const char* getNextRedoName();
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S32 getUndoCount();
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S32 getRedoCount();
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const char* getUndoName(S32 index);
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const char* getRedoName(S32 index);
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UndoAction* getUndoAction(S32 index);
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UndoAction* getRedoAction(S32 index);
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/// Add an action to the top of the undo stack, and clear the redo stack.
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void addAction(UndoAction* action);
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void removeAction(UndoAction* action, bool noDelete = false);
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/// @name Compound Actions
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///
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/// The compound action stack allows to redirect undos to a CompoundUndoAction
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/// and thus assemble multi-operation undos directly through the UndoManager.
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/// When the bottom-most CompoundUndoAction is popped off the stack, the compound
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/// will be moved onto the undo stack.
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///
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/// @{
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/// Push a compound action called "name" onto the compound stack. While the
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/// compound stack is not empty, all undos that are queued on the undo manager will
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/// go to the topmost compound instead of the undo stack.
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CompoundUndoAction* pushCompound( const String& name );
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/// Pop the topmost compound off the compound stack and add it to the undo manager.
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/// If the compound stack is still not empty, the compound will be added to the next
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/// lower compound on the stack. Otherwise it will be recorded as a regular undo.
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void popCompound( bool discard = false );
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/// Return the current nesting depth of the compound stack.
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U32 getCompoundStackDepth() const { return mCompoundStack.size(); }
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/// @}
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};
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/// Script Undo Action Creation
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///
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/// Undo actions can be created in script like this:
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///
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/// ...
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/// %undo = new UndoScriptAction() { class = SampleUndo; actionName = "Sample Undo"; };
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/// %undo.addToManager(UndoManager);
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/// ...
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///
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/// function SampleUndo::undo()
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/// {
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/// ...
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/// }
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///
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/// function SampleUndo::redo()
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/// {
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/// ...
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/// }
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///
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class UndoScriptAction : public UndoAction
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{
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public:
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typedef UndoAction Parent;
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UndoScriptAction() : UndoAction()
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{
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}
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virtual void undo() { Con::executef(this, "undo"); };
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virtual void redo() { Con::executef(this, "redo"); }
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virtual bool onAdd()
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{
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// Let Parent Do Work.
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if(!Parent::onAdd())
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return false;
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// Notify Script.
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if(isMethod("onAdd"))
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Con::executef(this, "onAdd");
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// Return Success.
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return true;
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};
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virtual void onRemove()
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{
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if (mUndoManager)
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mUndoManager->removeAction((UndoAction*)this, true);
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// notify script
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if(isMethod("onRemove"))
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Con::executef(this, "onRemove");
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Parent::onRemove();
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}
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DECLARE_CONOBJECT(UndoScriptAction);
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};
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#endif // _UNDO_H_
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