#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 undos; private List 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(General.Settings.UndoLevels + 1); redos = new List(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 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 } }