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.Plugins;
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 Plugin lastgroupplugin;
private int lastgroupid;
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();
}
/// <summary>
/// This makes an undo and returns the unique ticket id. Also automatically indicates that the map is changed.
/// </summary>
/// <param name="description">Any description you want the undo to be named. Should be something related to the changes you are about to make.</param>
/// <returns>Ticket ID that identifies the created undo level.</returns>
public int CreateUndo(string description)
{
return CreateUndo(description, null, 0, 0);
}
/// <summary>
/// This makes an undo and returns the unique ticket id. Also automatically indicates that the map is changed.
/// </summary>
/// <param name="description">Any description you want the undo to be named. Should be something related to the changes you are about to make.</param>
/// <param name="groupsource">The object creating the undo. All objects from within the same plugin are equal, so it is safe to just use 'this' everywhere. This is only used for undo grouping and you can use 'null' if you don't want undo grouping.</param>
/// <param name="groupid">The undo group id you want this undo level to group with (undos only group together if the previous undo has the same source, id and tag). Group 0 indicates no grouping.</param>
/// <param name="grouptag">The undo group tag you want this undo level to group with (undos only group together if the previous undo has the same source, id and tag). Use at your own discretion.</param>
/// <returns>Ticket ID that identifies the created undo level. Returns -1 when no undo level was created.</returns>
public int CreateUndo(string description, object groupsource, int groupid, int grouptag)
{
UndoSnapshot u;
Plugin p = null;
string groupsourcename = "Null";
// Figure out the source plugin
if(groupsource != null)
{
p = General.Plugins.FindPluginByAssembly(groupsource.GetType().Assembly);
if(p != null) groupsourcename = p.Name;
}
// Not the same as previous group, or no grouping desired...
if((p == null) || (lastgroupplugin == null) || (p != lastgroupplugin) ||
(groupid == 0) || (lastgroupid == 0) || (groupid != lastgroupid) ||
(grouptag != lastgrouptag))
{
// Next ticket id
if(++ticketid == int.MaxValue) ticketid = 1;
General.WriteLogLine("Creating undo snapshot \"" + description + "\", Source " + groupsourcename + ", Group " + groupid + ", 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
lastgroupplugin = p;
lastgroupid = groupid;
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
lastgroupplugin = null;
// 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
lastgroupplugin = null;
// 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
}
}