UltimateZoneBuilder/Source/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.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using System.Diagnostics;
using CodeImp.DoomBuilder.Controls;
#endregion
namespace CodeImp.DoomBuilder.Editing
{
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public class UndoManager
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{
#region ================== Constants
#endregion
#region ================== Variables
// Undo and redo stacks
private List<UndoSnapshot> undos;
private List<UndoSnapshot> redos;
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// Grouping
private UndoGroup lastgroup;
private int lastgrouptag;
// Unique tickets
private int ticketid;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
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internal UndoSnapshot NextUndo { get { if(undos.Count > 0) return undos[0]; else return null; } }
internal UndoSnapshot NextRedo { get { if(redos.Count > 0) return redos[0]; else return null; } }
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public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
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internal UndoManager()
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{
// Initialize
ticketid = 1;
undos = new List<UndoSnapshot>(General.Settings.UndoLevels + 1);
redos = new List<UndoSnapshot>(General.Settings.UndoLevels + 1);
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// Bind any methods
General.Actions.BindMethods(this);
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// We have no destructor
GC.SuppressFinalize(this);
}
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// Disposer
internal void Dispose()
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{
// Not already disposed?
if(!isdisposed)
{
// Unbind any methods
General.Actions.UnbindMethods(this);
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// Clean up
ClearUndos();
ClearRedos();
// Done
isdisposed = true;
}
}
#endregion
#region ================== Private Methods
// This clears the redos
private void ClearRedos()
{
// Dispose all redos
foreach(UndoSnapshot u in redos) u.map.Dispose();
redos.Clear();
}
// This clears the undos
private void ClearUndos()
{
// Dispose all undos
foreach(UndoSnapshot u in undos) u.map.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.map.Dispose();
list.RemoveAt(list.Count - 1);
}
}
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#endregion
#region ================== Public Methods
// This makes an undo and returns the unique ticket id
public int CreateUndo(string description, UndoGroup group, int grouptag)
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{
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;
// Make a snapshot
u = new UndoSnapshot(description, General.Map.Map.Clone(), ticketid);
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// Put it on the stack
undos.Insert(0, u);
LimitUndoRedoLevel(undos);
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// Clear all redos
ClearRedos();
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// Keep grouping info
lastgroup = group;
lastgrouptag = grouptag;
// Update
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)
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{
// Remove the last made undo
undos.RemoveAt(0);
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// Update
General.MainWindow.UpdateInterface();
}
}
}
// This performs an undo
[BeginAction("undo")]
internal void PerformUndo()
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{
UndoSnapshot u, r;
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Cursor oldcursor = Cursor.Current;
Cursor.Current = Cursors.WaitCursor;
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// Anything to undo?
if(undos.Count > 0)
{
// Cancel volatile mode, if any
General.CancelVolatileMode();
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// Get undo snapshot
u = undos[0];
undos.RemoveAt(0);
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// Make a snapshot for redo
r = new UndoSnapshot(u, General.Map.Map.Clone());
// Put it on the stack
redos.Insert(0, r);
LimitUndoRedoLevel(redos);
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// Reset grouping
lastgroup = UndoGroup.None;
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// Change map set
General.Map.ChangeMapSet(u.map);
// Update
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateInterface();
}
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Cursor.Current = oldcursor;
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}
// This performs a redo
[BeginAction("redo")]
internal void PerformRedo()
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{
UndoSnapshot u, r;
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Cursor oldcursor = Cursor.Current;
Cursor.Current = Cursors.WaitCursor;
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// Anything to redo?
if(redos.Count > 0)
{
// Cancel volatile mode, if any
General.CancelVolatileMode();
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// Get redo snapshot
r = redos[0];
redos.RemoveAt(0);
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// Make a snapshot for undo
u = new UndoSnapshot(r, General.Map.Map.Clone());
// Put it on the stack
undos.Insert(0, u);
LimitUndoRedoLevel(undos);
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// Reset grouping
lastgroup = UndoGroup.None;
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// Change map set
General.Map.ChangeMapSet(r.map);
// Update
General.MainWindow.RedrawDisplay();
General.MainWindow.UpdateInterface();
}
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Cursor.Current = oldcursor;
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}
#endregion
}
}