mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
283 lines
8.1 KiB
C++
283 lines
8.1 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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#include "platform/platform.h"
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#include "gui/worldEditor/undoActions.h"
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#include "gui/editor/inspector/field.h"
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#include "gui/editor/guiInspector.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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IMPLEMENT_CONOBJECT( MECreateUndoAction );
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ConsoleDocClass( MECreateUndoAction,
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"@brief Material Editor create undo instance\n\n"
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"Not intended for game development, for editors or internal use only.\n\n "
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"@internal");
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MECreateUndoAction::MECreateUndoAction( const UTF8* actionName )
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: UndoAction( actionName )
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{
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}
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MECreateUndoAction::~MECreateUndoAction()
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{
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}
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void MECreateUndoAction::initPersistFields()
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{
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docsURL;
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Parent::initPersistFields();
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}
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void MECreateUndoAction::addObject( SimObject *object )
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{
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AssertFatal( object, "MECreateUndoAction::addObject() - Got null object!" );
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mObjects.increment();
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mObjects.last().id = object->getId();
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}
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DefineEngineMethod( MECreateUndoAction, addObject, void, ( SimObject* obj),,
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"Add the object being created to an undo action.\n"
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"@param obj Object being created you want to create the undo for.")
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{
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if (obj)
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object->addObject( obj );
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}
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void MECreateUndoAction::undo()
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{
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for ( S32 i= mObjects.size()-1; i >= 0; i-- )
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{
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ObjectState &state = mObjects[i];
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SimObject *object = Sim::findObject( state.id );
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if ( !object )
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continue;
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// Save the state.
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if ( !state.memento.hasState() )
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state.memento.save( object );
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// Store the group.
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SimGroup *group = object->getGroup();
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if ( group )
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state.groupId = group->getId();
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// We got what we need... delete it.
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object->deleteObject();
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}
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Con::executef( this, "onUndone" );
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}
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void MECreateUndoAction::redo()
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{
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for ( S32 i=0; i < mObjects.size(); i++ )
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{
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const ObjectState &state = mObjects[i];
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// Create the object.
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SimObject::setForcedId(state.id); // Restore the object's Id
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SimObject *object = state.memento.restore();
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if ( !object )
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continue;
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// Now restore its group.
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SimGroup *group;
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if ( Sim::findObject( state.groupId, group ) )
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group->addObject( object );
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}
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Con::executef( this, "onRedone" );
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}
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IMPLEMENT_CONOBJECT( MEDeleteUndoAction );
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ConsoleDocClass( MEDeleteUndoAction,
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"@brief Material Editor delete undo instance\n\n"
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"Not intended for game development, for editors or internal use only.\n\n "
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"@internal");
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MEDeleteUndoAction::MEDeleteUndoAction( const UTF8 *actionName )
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: UndoAction( actionName )
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{
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}
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MEDeleteUndoAction::~MEDeleteUndoAction()
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{
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}
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void MEDeleteUndoAction::initPersistFields()
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{
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docsURL;
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Parent::initPersistFields();
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}
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void MEDeleteUndoAction::deleteObject( SimObject *object )
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{
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AssertFatal( object, "MEDeleteUndoAction::deleteObject() - Got null object!" );
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AssertFatal( object->isProperlyAdded(),
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"MEDeleteUndoAction::deleteObject() - Object should be registered!" );
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mObjects.increment();
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ObjectState& state = mObjects.last();
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// Capture the object id.
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state.id = object->getId();
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// Save the state.
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state.memento.save( object );
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// Store the group.
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SimGroup *group = object->getGroup();
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if ( group )
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state.groupId = group->getId();
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//Do any special handling of delete actions the object may do
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object->handleDeleteAction();
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// Now delete the object.
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object->deleteObject();
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}
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void MEDeleteUndoAction::deleteObject( const Vector<SimObject*> &objectList )
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{
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for ( S32 i = 0; i < objectList.size(); i++ )
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deleteObject( objectList[i] );
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}
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DefineEngineMethod( MEDeleteUndoAction, deleteObject, void, ( SimObject* obj),,
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"Delete the object and add it to the undo action.\n"
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"@param obj Object to delete and add to the undo action.")
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{
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if (obj)
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object->deleteObject( obj );
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}
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void MEDeleteUndoAction::undo()
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{
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for ( S32 i= mObjects.size()-1; i >= 0; i-- )
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{
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const ObjectState &state = mObjects[i];
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// Create the object.
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SimObject::setForcedId(state.id); // Restore the object's Id
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SimObject *object = state.memento.restore();
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if ( !object )
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continue;
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// Now restore its group.
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SimGroup *group;
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if ( Sim::findObject( state.groupId, group ) )
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group->addObject( object );
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}
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Con::executef( this, "onUndone" );
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}
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void MEDeleteUndoAction::redo()
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{
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for ( S32 i=0; i < mObjects.size(); i++ )
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{
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const ObjectState& state = mObjects[i];
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SimObject *object = Sim::findObject( state.id );
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if ( object )
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object->deleteObject();
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}
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Con::executef( this, "onRedone" );
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}
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IMPLEMENT_CONOBJECT( InspectorFieldUndoAction );
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ConsoleDocClass( InspectorFieldUndoAction,
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"@brief Inspector Field undo action instance\n\n"
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"Not intended for game development, for editors or internal use only.\n\n "
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"@internal");
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InspectorFieldUndoAction::InspectorFieldUndoAction()
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{
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mInspector = NULL;
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mObjId = 0;
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mField = NULL;
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mSlotName = StringTable->EmptyString();
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mArrayIdx = StringTable->EmptyString();
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}
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InspectorFieldUndoAction::InspectorFieldUndoAction( const UTF8 *actionName )
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: UndoAction( actionName )
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{
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mInspector = NULL;
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mObjId = 0;
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mField = NULL;
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mSlotName = StringTable->EmptyString();
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mArrayIdx = StringTable->EmptyString();
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}
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void InspectorFieldUndoAction::initPersistFields()
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{
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docsURL;
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addField( "inspectorGui", TYPEID< GuiInspector >(), Offset( mInspector, InspectorFieldUndoAction ) );
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addField( "objectId", TypeS32, Offset( mObjId, InspectorFieldUndoAction ) );
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addField( "fieldName", TypeString, Offset( mSlotName, InspectorFieldUndoAction ) );
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addField( "fieldValue", TypeRealString, Offset( mData, InspectorFieldUndoAction ) );
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addField( "arrayIndex", TypeString, Offset( mArrayIdx, InspectorFieldUndoAction ) );
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Parent::initPersistFields();
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}
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void InspectorFieldUndoAction::undo()
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{
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SimObject *obj = NULL;
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if ( !Sim::findObject( mObjId, obj ) )
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return;
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if ( mArrayIdx && dStricmp( mArrayIdx, "(null)" ) == 0 )
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mArrayIdx = NULL;
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// Grab the current data.
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String data = obj->getDataField( mSlotName, mArrayIdx );
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// Call this to mirror the way field changes are done through the inspector.
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obj->inspectPreApply();
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// Restore the data from the UndoAction
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obj->setDataField( mSlotName, mArrayIdx, mData.c_str() );
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// Call this to mirror the way field changes are done through the inspector.
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obj->inspectPostApply();
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// If the affected object is still being inspected,
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// update the InspectorField to reflect the changed value.
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if ( mInspector && mInspector->getNumInspectObjects() > 0 && mInspector->getInspectObject() == obj )
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mInspector->updateFieldValue( mSlotName, mArrayIdx );
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// Now save the previous data in this UndoAction
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// since an undo action must become a redo action and vice-versa
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mData = data;
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}
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