Torque3D/Engine/source/gui/worldEditor/undoActions.cpp
Nathan Bowhay 1ce846d235 add & delete object documentation
added add & delete object console method documentation.
2015-02-02 16:07:15 -08:00

275 lines
7.9 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gui/worldEditor/undoActions.h"
#include "gui/editor/inspector/field.h"
#include "gui/editor/guiInspector.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
IMPLEMENT_CONOBJECT( MECreateUndoAction );
ConsoleDocClass( MECreateUndoAction,
"@brief Material Editor create undo instance\n\n"
"Not intended for game development, for editors or internal use only.\n\n "
"@internal");
MECreateUndoAction::MECreateUndoAction( const UTF8* actionName )
: UndoAction( actionName )
{
}
MECreateUndoAction::~MECreateUndoAction()
{
}
void MECreateUndoAction::initPersistFields()
{
Parent::initPersistFields();
}
void MECreateUndoAction::addObject( SimObject *object )
{
AssertFatal( object, "MECreateUndoAction::addObject() - Got null object!" );
mObjects.increment();
mObjects.last().id = object->getId();
}
DefineEngineMethod( MECreateUndoAction, addObject, void, ( SimObject* obj),,
"Add the object being created to an undo action.\n"
"@param obj Object being created you want to create the undo for.")
{
if (obj)
object->addObject( obj );
}
void MECreateUndoAction::undo()
{
for ( S32 i= mObjects.size()-1; i >= 0; i-- )
{
ObjectState &state = mObjects[i];
SimObject *object = Sim::findObject( state.id );
if ( !object )
continue;
// Save the state.
if ( !state.memento.hasState() )
state.memento.save( object );
// Store the group.
SimGroup *group = object->getGroup();
if ( group )
state.groupId = group->getId();
// We got what we need... delete it.
object->deleteObject();
}
Con::executef( this, "onUndone" );
}
void MECreateUndoAction::redo()
{
for ( S32 i=0; i < mObjects.size(); i++ )
{
const ObjectState &state = mObjects[i];
// Create the object.
SimObject::setForcedId(state.id); // Restore the object's Id
SimObject *object = state.memento.restore();
if ( !object )
continue;
// Now restore its group.
SimGroup *group;
if ( Sim::findObject( state.groupId, group ) )
group->addObject( object );
}
Con::executef( this, "onRedone" );
}
IMPLEMENT_CONOBJECT( MEDeleteUndoAction );
ConsoleDocClass( MEDeleteUndoAction,
"@brief Material Editor delete undo instance\n\n"
"Not intended for game development, for editors or internal use only.\n\n "
"@internal");
MEDeleteUndoAction::MEDeleteUndoAction( const UTF8 *actionName )
: UndoAction( actionName )
{
}
MEDeleteUndoAction::~MEDeleteUndoAction()
{
}
void MEDeleteUndoAction::initPersistFields()
{
Parent::initPersistFields();
}
void MEDeleteUndoAction::deleteObject( SimObject *object )
{
AssertFatal( object, "MEDeleteUndoAction::deleteObject() - Got null object!" );
AssertFatal( object->isProperlyAdded(),
"MEDeleteUndoAction::deleteObject() - Object should be registered!" );
mObjects.increment();
ObjectState& state = mObjects.last();
// Capture the object id.
state.id = object->getId();
// Save the state.
state.memento.save( object );
// Store the group.
SimGroup *group = object->getGroup();
if ( group )
state.groupId = group->getId();
// Now delete the object.
object->deleteObject();
}
void MEDeleteUndoAction::deleteObject( const Vector<SimObject*> &objectList )
{
for ( S32 i = 0; i < objectList.size(); i++ )
deleteObject( objectList[i] );
}
DefineEngineMethod( MEDeleteUndoAction, deleteObject, void, ( SimObject* obj),,
"Delete the object and add it to the undo action.\n"
"@param obj Object to delete and add to the undo action.")
{
if (obj)
object->deleteObject( obj );
}
void MEDeleteUndoAction::undo()
{
for ( S32 i= mObjects.size()-1; i >= 0; i-- )
{
const ObjectState &state = mObjects[i];
// Create the object.
SimObject::setForcedId(state.id); // Restore the object's Id
SimObject *object = state.memento.restore();
if ( !object )
continue;
// Now restore its group.
SimGroup *group;
if ( Sim::findObject( state.groupId, group ) )
group->addObject( object );
}
Con::executef( this, "onUndone" );
}
void MEDeleteUndoAction::redo()
{
for ( S32 i=0; i < mObjects.size(); i++ )
{
const ObjectState& state = mObjects[i];
SimObject *object = Sim::findObject( state.id );
if ( object )
object->deleteObject();
}
Con::executef( this, "onRedone" );
}
IMPLEMENT_CONOBJECT( InspectorFieldUndoAction );
ConsoleDocClass( InspectorFieldUndoAction,
"@brief Inspector Field undo action instance\n\n"
"Not intended for game development, for editors or internal use only.\n\n "
"@internal");
InspectorFieldUndoAction::InspectorFieldUndoAction()
{
mObjId = 0;
mField = NULL;
mSlotName = StringTable->insert("");
mArrayIdx = StringTable->insert("");
}
InspectorFieldUndoAction::InspectorFieldUndoAction( const UTF8 *actionName )
: UndoAction( actionName )
{
mInspector = NULL;
mObjId = 0;
mField = NULL;
mSlotName = StringTable->insert("");
mArrayIdx = StringTable->insert("");
}
void InspectorFieldUndoAction::initPersistFields()
{
addField( "inspectorGui", TYPEID< GuiInspector >(), Offset( mInspector, InspectorFieldUndoAction ) );
addField( "objectId", TypeS32, Offset( mObjId, InspectorFieldUndoAction ) );
addField( "fieldName", TypeString, Offset( mSlotName, InspectorFieldUndoAction ) );
addField( "fieldValue", TypeRealString, Offset( mData, InspectorFieldUndoAction ) );
addField( "arrayIndex", TypeString, Offset( mArrayIdx, InspectorFieldUndoAction ) );
Parent::initPersistFields();
}
void InspectorFieldUndoAction::undo()
{
SimObject *obj = NULL;
if ( !Sim::findObject( mObjId, obj ) )
return;
if ( mArrayIdx && dStricmp( mArrayIdx, "(null)" ) == 0 )
mArrayIdx = NULL;
// Grab the current data.
String data = obj->getDataField( mSlotName, mArrayIdx );
// Call this to mirror the way field changes are done through the inspector.
obj->inspectPreApply();
// Restore the data from the UndoAction
obj->setDataField( mSlotName, mArrayIdx, mData.c_str() );
// Call this to mirror the way field changes are done through the inspector.
obj->inspectPostApply();
// If the affected object is still being inspected,
// update the InspectorField to reflect the changed value.
if ( mInspector && mInspector->getNumInspectObjects() > 0 && mInspector->getInspectObject() == obj )
mInspector->updateFieldValue( mSlotName, mArrayIdx );
// Now save the previous data in this UndoAction
// since an undo action must become a redo action and vice-versa
mData = data;
}