UltimateZoneBuilder/Source/Core/Editing/UndoManager.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Threading;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using System.Diagnostics;
using CodeImp.DoomBuilder.Actions;
#endregion
namespace CodeImp.DoomBuilder.Editing
{
public class UndoManager
{
#region ================== Constants
#endregion
#region ================== Variables
// Undo and redo stacks
private List<UndoSnapshot> undos;
private List<UndoSnapshot> redos;
// Grouping
private UndoGroup lastgroup;
private int lastgrouptag;
// Unique tickets
private int ticketid;
// Background thread
private volatile bool dobackgroundwork;
private Thread backgroundthread;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
public UndoSnapshot NextUndo { get { if(undos.Count > 0) return undos[0]; else return null; } }
public UndoSnapshot NextRedo { get { if(redos.Count > 0) return redos[0]; else return null; } }
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal UndoManager()
{
// Initialize
ticketid = 1;
undos = new List<UndoSnapshot>(General.Settings.UndoLevels + 1);
redos = new List<UndoSnapshot>(General.Settings.UndoLevels + 1);
// Bind any methods
General.Actions.BindMethods(this);
// Start background thread
backgroundthread = new Thread(new ThreadStart(BackgroundThread));
backgroundthread.Name = "Snapshot Compressor";
backgroundthread.Priority = ThreadPriority.Lowest;
backgroundthread.IsBackground = true;
backgroundthread.Start();
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
internal void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Unbind any methods
General.Actions.UnbindMethods(this);
// Stop the thread and wait for it to end
backgroundthread.Interrupt();
backgroundthread.Join();
backgroundthread = null;
// Clean up
ClearUndos();
ClearRedos();
General.WriteLogLine("All undo and redo levels cleared.");
// Done
isdisposed = true;
}
}
#endregion
#region ================== Private Methods
// This clears the redos
private void ClearRedos()
{
lock(redos)
{
// Dispose all redos
foreach(UndoSnapshot u in redos) u.Dispose();
redos.Clear();
}
}
// This clears the undos
private void ClearUndos()
{
lock(undos)
{
// Dispose all undos
foreach(UndoSnapshot u in undos) u.Dispose();
undos.Clear();
}
}
// This checks and removes a level when the limit is reached
private void LimitUndoRedoLevel(List<UndoSnapshot> list)
{
UndoSnapshot u;
// Too many?
if(list.Count > General.Settings.UndoLevels)
{
// Remove one and dispose map
u = list[list.Count - 1];
u.Dispose();
list.RemoveAt(list.Count - 1);
}
}
// Background thread
private void BackgroundThread()
{
while(true)
{
if(dobackgroundwork)
{
// First set dobackgroundwork to false before performing the work so
// that it can be set to true again when another pass is needed
dobackgroundwork = false;
int undolevel = 0;
UndoSnapshot snapshot;
while(true)
{
// Get the next snapshot or leave
lock(undos)
{
if(undolevel < undos.Count)
snapshot = undos[undolevel];
else
break;
}
// Write to file or load from file, if needed
if(snapshot.StoreOnDisk && !snapshot.IsOnDisk)
snapshot.WriteToFile();
else if(!snapshot.StoreOnDisk && snapshot.IsOnDisk)
snapshot.RestoreFromFile();
// Next
undolevel++;
}
int redolevel = 0;
while(true)
{
// Get the next snapshot or leave
lock(redos)
{
if(redolevel < redos.Count)
snapshot = redos[redolevel];
else
break;
}
// Write to file or load from file, if needed
if(snapshot.StoreOnDisk && !snapshot.IsOnDisk)
snapshot.WriteToFile();
else if(!snapshot.StoreOnDisk && snapshot.IsOnDisk)
snapshot.RestoreFromFile();
// Next
redolevel++;
}
}
try { Thread.Sleep(30); }
catch(ThreadInterruptedException) { break; }
}
}
#endregion
#region ================== Public Methods
// This clears all redos
public void ClearAllRedos()
{
ClearRedos();
General.MainWindow.UpdateInterface();
}
// This makes an undo and returns the unique ticket id
// Also automatically indicates that the map is changed
public int CreateUndo(string description)
{
return CreateUndo(description, UndoGroup.None, 0);
}
// This makes an undo and returns the unique ticket id
// Also automatically indicates that the map is changed
public int CreateUndo(string description, UndoGroup group, int grouptag)
{
UndoSnapshot u;
// Not the same as previous group?
if((group == UndoGroup.None) ||
(group != lastgroup) ||
(grouptag != lastgrouptag))
{
// Next ticket id
if(++ticketid == int.MaxValue) ticketid = 1;
General.WriteLogLine("Creating undo snapshot \"" + description + "\", Group " + group + ", Tag " + grouptag + ", Ticket ID " + ticketid + "...");
// Make a snapshot
u = new UndoSnapshot(description, General.Map.Map.Serialize(), ticketid);
lock(undos)
{
// The current top of the stack can now be written to disk
// because it is no longer the next immediate undo level
if(undos.Count > 0) undos[0].StoreOnDisk = true;
// Put it on the stack
undos.Insert(0, u);
LimitUndoRedoLevel(undos);
}
// Clear all redos
ClearRedos();
// Keep grouping info
lastgroup = group;
lastgrouptag = grouptag;
// Map changes!
General.Map.IsChanged = true;
// Update
dobackgroundwork = true;
General.MainWindow.UpdateInterface();
// Done
return ticketid;
}
else
{
return -1;
}
}
// This removes a previously made undo
public void WithdrawUndo(int ticket)
{
// Anything to undo?
if(undos.Count > 0)
{
// Check if the ticket id matches
if(ticket == undos[0].TicketID)
{
General.WriteLogLine("Withdrawing undo snapshot \"" + undos[0].Description + "\", Ticket ID " + ticket + "...");
lock(undos)
{
// Remove the last made undo
undos[0].Dispose();
undos.RemoveAt(0);
// Make the current top of the stack load into memory
// because it just became the next immediate undo level
if(undos.Count > 0) undos[0].StoreOnDisk = false;
}
// Update
dobackgroundwork = true;
General.MainWindow.UpdateInterface();
}
}
}
// This performs an undo
[BeginAction("undo")]
public void PerformUndo()
{
UndoSnapshot u, r;
Cursor oldcursor = Cursor.Current;
Cursor.Current = Cursors.WaitCursor;
// Anything to undo?
if(undos.Count > 0)
{
// Let the plugins know
if(General.Plugins.OnUndoBegin())
{
// Call UndoBegin event
if(General.Editing.Mode.OnUndoBegin())
{
// Cancel volatile mode, if any
// This returns false when mode was not volatile
if(!General.CancelVolatileMode())
{
lock(undos)
{
// Get undo snapshot
u = undos[0];
undos.RemoveAt(0);
// Make the current top of the stack load into memory
// because it just became the next immediate undo level
if(undos.Count > 0) undos[0].StoreOnDisk = false;
}
General.WriteLogLine("Performing undo \"" + u.Description + "\", Ticket ID " + u.TicketID + "...");
General.Interface.DisplayStatus(StatusType.Action, u.Description + " undone.");
// Make a snapshot for redo
r = new UndoSnapshot(u, General.Map.Map.Serialize());
lock(redos)
{
// The current top of the stack can now be written to disk
// because it is no longer the next immediate undo level
if(redos.Count > 0) redos[0].StoreOnDisk = true;
// Put it on the stack
redos.Insert(0, r);
LimitUndoRedoLevel(redos);
}
// Reset grouping
lastgroup = UndoGroup.None;
// Change map set
MemoryStream data = u.GetMapData();
General.Map.ChangeMapSet(new MapSet(data));
data.Dispose();
// Remove selection
General.Map.Map.ClearAllMarks(false);
General.Map.Map.ClearAllSelected();
// Done
General.Editing.Mode.OnUndoEnd();
General.Plugins.OnUndoEnd();
// Update
dobackgroundwork = true;
General.Map.Data.UpdateUsedTextures();
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateInterface();
}
}
}
}
Cursor.Current = oldcursor;
}
// This performs a redo
[BeginAction("redo")]
public void PerformRedo()
{
UndoSnapshot u, r;
Cursor oldcursor = Cursor.Current;
Cursor.Current = Cursors.WaitCursor;
// Anything to redo?
if(redos.Count > 0)
{
// Let the plugins know
if(General.Plugins.OnRedoBegin())
{
// Call RedoBegin event
if(General.Editing.Mode.OnRedoBegin())
{
// Cancel volatile mode, if any
General.CancelVolatileMode();
lock(redos)
{
// Get redo snapshot
r = redos[0];
redos.RemoveAt(0);
// Make the current top of the stack load into memory
// because it just became the next immediate undo level
if(redos.Count > 0) redos[0].StoreOnDisk = false;
}
General.WriteLogLine("Performing redo \"" + r.Description + "\", Ticket ID " + r.TicketID + "...");
General.Interface.DisplayStatus(StatusType.Action, r.Description + " redone.");
// Make a snapshot for undo
u = new UndoSnapshot(r, General.Map.Map.Serialize());
lock(undos)
{
// The current top of the stack can now be written to disk
// because it is no longer the next immediate undo level
if(undos.Count > 0) undos[0].StoreOnDisk = true;
// Put it on the stack
undos.Insert(0, u);
LimitUndoRedoLevel(undos);
}
// Reset grouping
lastgroup = UndoGroup.None;
// Change map set
MemoryStream data = r.GetMapData();
General.Map.ChangeMapSet(new MapSet(data));
data.Dispose();
// Remove selection
General.Map.Map.ClearAllMarks(false);
General.Map.Map.ClearAllSelected();
// Done
General.Editing.Mode.OnRedoEnd();
General.Plugins.OnRedoEnd();
// Update
dobackgroundwork = true;
General.Map.Data.UpdateUsedTextures();
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateInterface();
}
}
}
Cursor.Current = oldcursor;
}
#endregion
}
}