UltimateZoneBuilder/Source/Core/Editing/UndoManager.cs

1415 lines
41 KiB
C#
Executable file

#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.Generic;
using System.Threading;
using System.Windows.Forms;
using System.IO;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Plugins;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Actions;
#endregion
namespace CodeImp.DoomBuilder.Editing
{
public class UndoManager : IDisposable
{
#region ================== Constants
// Maximum undo/redo levels
private const int MAX_UNDO_LEVELS = 2000;
// Default stream capacity
private const int STREAM_CAPACITY = 1000;
// Stream codes
// "Prp" stands for property changes (uses the ReadWrite functions)
// "Ref" stands for reference changes
private enum StreamCodes : byte
{
AddVertex,
RemVertex,
PrpVertex,
AddLinedef,
RemLinedef,
PrpLinedef,
RefLinedefStart,
RefLinedefEnd,
RefLinedefFront,
RefLinedefBack,
AddSidedef,
RemSidedef,
PrpSidedef,
RefSidedefSector,
AddSector,
RemSector,
PrpSector,
AddThing,
RemThing,
PrpThing,
IndexLinedef,
IndexThing,
IndexSector,
IndexVertex,
}
#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;
// Writing stream
private UndoSnapshot snapshot;
private bool isundosnapshot;
private MemoryStream stream;
private SerializerStream ss;
private int commandswritten;
private long prevstreamlength;
private bool ignorepropchanges;
private bool isrecordingcommand;
private MapElement propsrecorded;
private bool geometrychanged;
private bool populationchanged;
// Background thread
private volatile bool dobackgroundwork;
private Thread backgroundthread;
// Disposing
private bool isdisposed;
#endregion
#region ================== Properties
public UndoSnapshot NextUndo
{
get
{
if(!isundosnapshot && (snapshot != null))
return snapshot;
else if(undos.Count > 0)
return undos[0];
else
return null;
}
}
public UndoSnapshot NextRedo
{
get
{
if(isundosnapshot && (snapshot != null))
return snapshot;
else if(redos.Count > 0)
return redos[0];
else
return null;
}
}
public bool IsDisposed { get { return isdisposed; } }
/// <summary>
/// This can be used to ignore insignificant element property changes. Any property changes
/// that are made while this is set to True will not be undoable. Use with great care!
/// </summary>
public bool IgnorePropChanges { get { return ignorepropchanges; } set { ignorepropchanges = value; } }
/// <summary>
/// After undo or redo, this returns if the geometry changed. This includes add/remove operations
/// on sectors, linedefs, sidedefs and vertices, references changes and property changes on vertices.
/// </summary>
public bool GeometryChanged { get { return geometrychanged; } }
/// <summary>
/// After undo or redo, this returns if things were added/removed. This does not include thing property changes.
/// </summary>
public bool PopulationChanged { get { return populationchanged; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal UndoManager()
{
// Initialize
ticketid = 1;
undos = new List<UndoSnapshot>(MAX_UNDO_LEVELS + 1);
redos = new List<UndoSnapshot>(MAX_UNDO_LEVELS + 1);
// Bind any methods
General.Actions.BindMethods(this);
// Start background thread
backgroundthread = new Thread(BackgroundThread);
backgroundthread.Name = "Snapshot Compressor";
backgroundthread.Priority = ThreadPriority.Lowest;
backgroundthread.IsBackground = true;
backgroundthread.Start();
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public 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.");
//mxd
if(snapshot != null) { snapshot.Dispose(); snapshot = null; }
if(ss != null) { ss.Dispose(); ss = null; }
if(stream != null) { stream.Dispose(); stream = null; }
// 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();
// If the current snapshot is meant for redo, trash it also
if(isundosnapshot && (snapshot != null))
{
FinishRecording();
isundosnapshot = false;
snapshot = null;
}
}
}
// This clears the undos
private void ClearUndos()
{
lock(undos)
{
// Dispose all undos
foreach(UndoSnapshot u in undos) u.Dispose();
undos.Clear();
// If the current snapshot is meant for undo, trash it also
if(!isundosnapshot && (snapshot != null))
{
FinishRecording();
isundosnapshot = false;
snapshot = null;
}
}
}
// This checks and removes a level when the limit is reached
private static void LimitUndoRedoLevel(List<UndoSnapshot> list)
{
// Too many?
if(list.Count > MAX_UNDO_LEVELS)
{
// Remove one and dispose map
UndoSnapshot 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 us;
while(true)
{
// Get the next snapshot or leave
lock(undos)
{
if(undolevel < undos.Count)
us = undos[undolevel];
else
break;
}
// Write to file or load from file, if needed
if(us.StoreOnDisk && !us.IsOnDisk)
us.WriteToFile();
else if(!us.StoreOnDisk && us.IsOnDisk)
us.RestoreFromFile();
// Next
undolevel++;
}
int redolevel = 0;
while(true)
{
// Get the next snapshot or leave
lock(redos)
{
if(redolevel < redos.Count)
us = redos[redolevel];
else
break;
}
// Write to file or load from file, if needed
if(us.StoreOnDisk && !us.IsOnDisk)
us.WriteToFile();
else if(!us.StoreOnDisk && us.IsOnDisk)
us.RestoreFromFile();
// Next
redolevel++;
}
}
try { Thread.Sleep(30); }
catch(ThreadInterruptedException) { break; }
}
}
// This starts a new recording
private void StartRecording(string description)
{
stream = new MemoryStream(STREAM_CAPACITY);
ss = new SerializerStream(stream);
ss.Begin();
commandswritten = 0;
propsrecorded = null;
snapshot = new UndoSnapshot(description, stream, ticketid);
}
// This finishes recording
private void FinishRecording()
{
// End current recording
if((stream != null) && (ss != null))
{
propsrecorded = null;
ss.wInt(commandswritten);
ss.End();
ss = null;
}
}
// This begins writing to the record stream
private bool BeginRecordData(StreamCodes code)
{
if((ss == null) || isdisposed) return false;
isrecordingcommand = true;
prevstreamlength = stream.Length;
ss.wByte((byte)code);
return true;
}
// This ends writing to the record stream
private void EndRecordData()
{
// We write the difference in bytes to the stream so that
// the stream can be read from the end backwards
int delta = (int)(stream.Length - prevstreamlength);
ss.wInt(delta);
commandswritten++;
isrecordingcommand = false;
}
// This outputs record info, if desired
/*private void LogRecordInfo(string info)
{
#if DEBUG
//General.WriteLogLine(info);
#endif
}*/
// This plays back a stream in reverse
private void PlaybackStream(MemoryStream pstream)
{
General.Map.Map.AutoRemove = false;
pstream.Seek(0, SeekOrigin.Begin);
DeserializerStream ds = new DeserializerStream(pstream);
ds.Begin();
if(pstream.Length > 4)
{
// Start at the end
pstream.Seek(ds.EndPosition - 4, SeekOrigin.Begin);
int numcmds; ds.rInt(out numcmds);
pstream.Seek(-8, SeekOrigin.Current);
while(numcmds > 0)
{
// Go back up the stream to the beginning of the prev command
int len; ds.rInt(out len);
pstream.Seek(-(len + 4), SeekOrigin.Current);
// Play back the command
long beginpos = pstream.Position;
byte cmd; ds.rByte(out cmd);
switch((StreamCodes)cmd)
{
case StreamCodes.AddVertex: PlayAddVertex(ds); break;
case StreamCodes.RemVertex: PlayRemVertex(ds); break;
case StreamCodes.PrpVertex: PlayPrpVertex(ds); break;
case StreamCodes.AddLinedef: PlayAddLinedef(ds); break;
case StreamCodes.RemLinedef: PlayRemLinedef(ds); break;
case StreamCodes.PrpLinedef: PlayPrpLinedef(ds); break;
case StreamCodes.RefLinedefStart: PlayRefLinedefStart(ds); break;
case StreamCodes.RefLinedefEnd: PlayRefLinedefEnd(ds); break;
case StreamCodes.RefLinedefFront: PlayRefLinedefFront(ds); break;
case StreamCodes.RefLinedefBack: PlayRefLinedefBack(ds); break;
case StreamCodes.AddSidedef: PlayAddSidedef(ds); break;
case StreamCodes.RemSidedef: PlayRemSidedef(ds); break;
case StreamCodes.PrpSidedef: PlayPrpSidedef(ds); break;
case StreamCodes.RefSidedefSector: PlayRefSidedefSector(ds); break;
case StreamCodes.AddSector: PlayAddSector(ds); break;
case StreamCodes.RemSector: PlayRemSector(ds); break;
case StreamCodes.PrpSector: PlayPrpSector(ds); break;
case StreamCodes.AddThing: PlayAddThing(ds); break;
case StreamCodes.RemThing: PlayRemThing(ds); break;
case StreamCodes.PrpThing: PlayPrpThing(ds); break;
case StreamCodes.IndexLinedef: PlayIndexLinedef(ds); break;
case StreamCodes.IndexThing: PlayIndexThing(ds); break;
case StreamCodes.IndexSector: PlayIndexSector(ds); break;
case StreamCodes.IndexVertex: PlayIndexVertex(ds); break;
}
// Sanity check
if((beginpos + len) != pstream.Position)
throw new Exception("The last command did not read the same amount of data that was written for this command!");
// Go back for next command
pstream.Seek(-(len + 4), SeekOrigin.Current);
numcmds--;
}
}
//mxd
ds.End();
ds.Dispose();
General.Map.Map.AutoRemove = true;
}
#endregion
#region ================== Public Methods
// This makes a list of the undo levels in order they will be undone
public List<UndoSnapshot> GetUndoList()
{
List<UndoSnapshot> list = new List<UndoSnapshot>(undos.Count + 1);
if(!isundosnapshot && (snapshot != null))
list.Add(snapshot);
list.AddRange(undos);
return list;
}
// This makes a list of the redo levels in order they will be undone
public List<UndoSnapshot> GetRedoList()
{
List<UndoSnapshot> list = new List<UndoSnapshot>(redos.Count + 1);
if(isundosnapshot && (snapshot != null))
list.Add(snapshot);
list.AddRange(redos);
return list;
}
// This clears all redos
public void ClearAllRedos()
{
ClearRedos();
General.MainWindow.UpdateInterface();
}
// This clears all undos (mxd)
internal void ClearAllUndos()
{
ClearUndos();
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))
{
FinishRecording();
// Next ticket id
if(++ticketid == int.MaxValue) ticketid = 1;
General.WriteLogLine("Creating undo snapshot \"" + description + "\", Source " + groupsourcename + ", Group " + groupid + ", Tag " + grouptag + ", Ticket ID " + ticketid + "...");
if((snapshot != null) && !isundosnapshot)
{
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, snapshot);
LimitUndoRedoLevel(undos);
}
}
StartRecording(description);
isundosnapshot = false;
// Clear all redos
ClearRedos();
// Keep grouping info
lastgroupplugin = p;
lastgroupid = groupid;
lastgrouptag = grouptag;
// Map changes!
General.Map.IsChanged = true;
// Update
dobackgroundwork = true;
General.Plugins.OnUndoCreated();
General.MainWindow.UpdateInterface();
// Done
return ticketid;
}
else
{
return -1;
}
}
// This removes a previously made undo
public void WithdrawUndo()
{
// Previously, withdrawing an undo level was possible, because each undo level contained
// an entire snapshot of the map. With the new progressive undo system, you cannot ignore
// any changes, so we have to actually perform the undo and trash the redo it creates.
PerformUndo(1, false);
ClearAllRedos();
General.Plugins.OnUndoWithdrawn();
}
// This performs an undo
[BeginAction("undo")]
public void PerformUndo()
{
PerformUndo(1);
}
// This performs one or more undo levels
public void PerformUndo(int levels) { PerformUndo(levels, true); }
private void PerformUndo(int levels, bool showmessage)
{
UndoSnapshot u = null;
Cursor oldcursor = Cursor.Current;
Cursor.Current = Cursors.WaitCursor;
int levelsundone = 0;
// Anything to undo?
if((undos.Count > 0) || ((snapshot != null) && !isundosnapshot))
{
// Let the plugins know
if(General.Plugins.OnUndoBegin())
{
// Call UndoBegin event
if(General.Editing.Mode.OnUndoBegin())
{
// biwa. Previously being in a volatile mode simply switch back the the previous
// stable mode without actually performing the undo. This causes problems when the
// volatile mode create undo snapshots. EditSelectionMode does this, and removing
// it's undo snapshot only works because the mode's OnCancel is called twice.
// Maybe the logic of CancelVolatileMode is just wrong.
General.Editing.CancelVolatileMode();
geometrychanged = false;
populationchanged = false;
General.Map.Map.ClearAllMarks(false);
General.Map.Map.BeginAddRemove();
// Go for all levels to undo
for(int lvl = 0; lvl < levels; lvl++)
{
FinishRecording();
if(isundosnapshot)
{
if(snapshot != null)
{
// This snapshot was made by a previous call to this
// function and should go on the redo list
lock(redos)
{
// The current top of the stack can now be written to disk
// because it is no longer the next immediate redo level
if(redos.Count > 0) redos[0].StoreOnDisk = true;
// Put it on the stack
redos.Insert(0, snapshot);
LimitUndoRedoLevel(redos);
}
}
}
else
{
// The snapshot can be undone immediately and it will
// be recorded for the redo list
if(snapshot != null)
u = snapshot;
}
// No immediate snapshot to undo? Then get the next one from the stack
if(u == null)
{
lock(undos)
{
if(undos.Count > 0)
{
// 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;
}
else
{
// Nothing more to undo
u = null;
break;
}
}
}
General.WriteLogLine("Performing undo \"" + u.Description + "\", Ticket ID " + u.TicketID + "...");
if((levels == 1) && showmessage)
General.Interface.DisplayStatus(StatusType.Action, u.Description + " undone.");
// Make a snapshot for redo
StartRecording(u.Description);
isundosnapshot = true;
// Reset grouping
lastgroupplugin = null;
// Play back the stream in reverse
MemoryStream data = u.GetStream();
PlaybackStream(data);
data.Dispose();
// Done with this snapshot
u = null;
levelsundone++;
}
General.Map.Map.EndAddRemove();
if((levels > 1) && showmessage)
General.Interface.DisplayStatus(StatusType.Action, "Undone " + levelsundone + " changes.");
// Remove selection
General.Map.Map.ClearAllSelected();
// Update map
General.Map.Map.Update();
foreach(Thing t in General.Map.Map.Things) if(t.Marked) t.UpdateConfiguration();
General.Map.ThingsFilter.Update();
General.Map.Data.UpdateUsedTextures();
General.MainWindow.RefreshInfo();
//General.MainWindow.RedrawDisplay();
// Map changed!
General.Map.IsChanged = true;
// Done
General.Editing.Mode.OnUndoEnd();
General.Plugins.OnUndoEnd();
// Update interface
General.Editing.Mode.UpdateSelectionInfo(); //mxd
General.MainWindow.RedrawDisplay(); //mxd
dobackgroundwork = true;
General.MainWindow.UpdateInterface();
}
}
}
Cursor.Current = oldcursor;
}
// This performs a redo
[BeginAction("redo")]
public void PerformRedo()
{
PerformRedo(1);
}
public void PerformRedo(int levels)
{
UndoSnapshot r = null;
Cursor oldcursor = Cursor.Current;
Cursor.Current = Cursors.WaitCursor;
int levelsundone = 0;
// Anything to redo?
if((redos.Count > 0) || ((snapshot != null) && isundosnapshot))
{
// Let the plugins know
if(General.Plugins.OnRedoBegin())
{
// Call RedoBegin event
if(General.Editing.Mode.OnRedoBegin())
{
// Cancel volatile mode, if any
// This returns false when mode was not volatile
if(!General.Editing.CancelVolatileMode())
{
geometrychanged = false;
populationchanged = false;
General.Map.Map.ClearAllMarks(false);
General.Map.Map.BeginAddRemove();
// Go for all levels to redo
for(int lvl = 0; lvl < levels; lvl++)
{
FinishRecording();
if(isundosnapshot)
{
// This snapshot was started by PerformUndo, which means
// it can directly be used to redo to previous undo
if(snapshot != null)
r = snapshot;
}
else
{
if(snapshot != null)
{
// This snapshot was made by a previous call to this
// function and should go on the undo list
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, snapshot);
LimitUndoRedoLevel(undos);
}
}
}
// No immediate snapshot to redo? Then get the next one from the stack
if(r == null)
{
lock(redos)
{
if(redos.Count > 0)
{
// 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;
}
else
{
// Nothing more to redo
r = null;
break;
}
}
}
General.WriteLogLine("Performing redo \"" + r.Description + "\", Ticket ID " + r.TicketID + "...");
if(levels == 1)
General.Interface.DisplayStatus(StatusType.Action, r.Description + " redone.");
StartRecording(r.Description);
isundosnapshot = false;
// Reset grouping
lastgroupplugin = null;
// Play back the stream in reverse
MemoryStream data = r.GetStream();
PlaybackStream(data);
data.Dispose();
// Done with this snapshot
r = null;
levelsundone++;
}
General.Map.Map.EndAddRemove();
if(levels > 1)
General.Interface.DisplayStatus(StatusType.Action, "Redone " + levelsundone + " changes.");
// Remove selection
General.Map.Map.ClearAllSelected();
// Update map
General.Map.Map.Update();
foreach(Thing t in General.Map.Map.Things) if(t.Marked) t.UpdateConfiguration();
General.Map.ThingsFilter.Update();
General.Map.Data.UpdateUsedTextures();
General.MainWindow.RefreshInfo();
//General.MainWindow.RedrawDisplay();
// Map changed!
General.Map.IsChanged = true;
// Done
General.Editing.Mode.OnRedoEnd();
General.Plugins.OnRedoEnd();
// Update interface
General.MainWindow.RedrawDisplay(); //mxd
General.Editing.Mode.UpdateSelectionInfo(); //mxd
dobackgroundwork = true;
General.MainWindow.UpdateInterface();
}
}
}
}
Cursor.Current = oldcursor;
}
#endregion
#region ================== Record and Playback
internal void RecAddVertex(Vertex v)
{
if(!BeginRecordData(StreamCodes.AddVertex)) return;
ss.wInt(v.Index);
EndRecordData();
//LogRecordInfo("REC: Adding vertex " + v.Index + " at " + v.Position);
propsrecorded = null;
}
private void PlayAddVertex(DeserializerStream ds)
{
int index; ds.rInt(out index);
//LogRecordInfo("PLY: Removing vertex " + index);
Vertex v = General.Map.Map.GetVertexByIndex(index);
foreach(Linedef l in v.Linedefs) l.Marked = true;
v.Dispose();
geometrychanged = true;
}
internal void RecRemVertex(Vertex v)
{
if(!BeginRecordData(StreamCodes.RemVertex)) return;
ss.wInt(v.Index);
ss.wVector2D(v.Position);
v.ReadWrite(ss);
EndRecordData();
//LogRecordInfo("REC: Removing vertex " + v.Index + " (at " + v.Position + ")");
propsrecorded = null;
}
private void PlayRemVertex(DeserializerStream ds)
{
int index; ds.rInt(out index);
Vector2D pos; ds.rVector2D(out pos);
//LogRecordInfo("PLY: Adding vertex " + index + " at " + pos);
Vertex v = General.Map.Map.CreateVertex(index, pos);
v.ReadWrite(ds);
v.Marked = true;
geometrychanged = true;
}
internal void RecPrpVertex(Vertex v)
{
if(!ignorepropchanges && !isrecordingcommand && !object.ReferenceEquals(v, propsrecorded))
{
if(!BeginRecordData(StreamCodes.PrpVertex)) return;
ss.wInt(v.Index);
v.ReadWrite(ss);
EndRecordData();
propsrecorded = v;
}
}
private void PlayPrpVertex(DeserializerStream ds)
{
int index; ds.rInt(out index);
Vertex v = General.Map.Map.GetVertexByIndex(index);
v.ReadWrite(ds);
v.Marked = true;
geometrychanged = true;
}
internal void RecAddLinedef(Linedef l)
{
if(!BeginRecordData(StreamCodes.AddLinedef)) return;
ss.wInt(l.Index);
EndRecordData();
//LogRecordInfo("REC: Adding linedef " + l.Index + " from " + ((l.Start != null) ? l.Start.Index : -1) + " to " + ((l.End != null) ? l.End.Index : -1));
propsrecorded = null;
}
private void PlayAddLinedef(DeserializerStream ds)
{
int index; ds.rInt(out index);
//LogRecordInfo("PLY: Removing linedef " + index);
Linedef l = General.Map.Map.GetLinedefByIndex(index);
if(l.Front != null) l.Front.Marked = true;
if(l.Back != null) l.Back.Marked = true;
l.Dispose();
geometrychanged = true;
}
internal void RecRemLinedef(Linedef l)
{
if(!BeginRecordData(StreamCodes.RemLinedef)) return;
ss.wInt(l.Index);
ss.wInt(l.Start.Index);
ss.wInt(l.End.Index);
l.ReadWrite(ss);
EndRecordData();
//LogRecordInfo("REC: Removing linedef " + l.Index + " (from " + ((l.Start != null) ? l.Start.Index : -1) + " to " + ((l.End != null) ? l.End.Index : -1) + ")");
propsrecorded = null;
}
private void PlayRemLinedef(DeserializerStream ds)
{
int index; ds.rInt(out index);
int sindex; ds.rInt(out sindex);
int eindex; ds.rInt(out eindex);
//LogRecordInfo("PLY: Adding linedef " + index + " from " + sindex + " to " + eindex);
Vertex vs = General.Map.Map.GetVertexByIndex(sindex);
Vertex ve = General.Map.Map.GetVertexByIndex(eindex);
Linedef l = General.Map.Map.CreateLinedef(index, vs, ve);
l.ReadWrite(ds);
l.Marked = true;
geometrychanged = true;
}
internal void RecPrpLinedef(Linedef l)
{
if(!ignorepropchanges && !isrecordingcommand && !object.ReferenceEquals(l, propsrecorded))
{
if(!BeginRecordData(StreamCodes.PrpLinedef)) return;
ss.wInt(l.Index);
l.ReadWrite(ss);
EndRecordData();
propsrecorded = l;
}
}
private static void PlayPrpLinedef(DeserializerStream ds)
{
int index; ds.rInt(out index);
Linedef l = General.Map.Map.GetLinedefByIndex(index);
l.ReadWrite(ds);
l.Marked = true;
}
internal void RecRefLinedefStart(Linedef l)
{
if(!BeginRecordData(StreamCodes.RefLinedefStart)) return;
ss.wInt(l.Index);
if(l.Start != null) ss.wInt(l.Start.Index); else ss.wInt(-1);
EndRecordData();
//LogRecordInfo("REC: Setting linedef " + l.Index + " start vertex " + ((l.Start != null) ? l.Start.Index : -1));
propsrecorded = null;
}
private void PlayRefLinedefStart(DeserializerStream ds)
{
int index; ds.rInt(out index);
Linedef l = General.Map.Map.GetLinedefByIndex(index);
int vindex; ds.rInt(out vindex);
//LogRecordInfo("PLY: Setting linedef " + index + " start vertex " + vindex);
Vertex v = (vindex >= 0) ? General.Map.Map.GetVertexByIndex(vindex) : null;
l.SetStartVertex(v);
l.Marked = true;
if(v != null) v.Marked = true;
geometrychanged = true;
}
internal void RecRefLinedefEnd(Linedef l)
{
if(!BeginRecordData(StreamCodes.RefLinedefEnd)) return;
ss.wInt(l.Index);
if(l.End != null) ss.wInt(l.End.Index); else ss.wInt(-1);
EndRecordData();
//LogRecordInfo("REC: Setting linedef " + l.Index + " end vertex " + ((l.End != null) ? l.End.Index : -1));
propsrecorded = null;
}
private void PlayRefLinedefEnd(DeserializerStream ds)
{
int index; ds.rInt(out index);
Linedef l = General.Map.Map.GetLinedefByIndex(index);
int vindex; ds.rInt(out vindex);
//LogRecordInfo("PLY: Setting linedef " + index + " end vertex " + vindex);
Vertex v = (vindex >= 0) ? General.Map.Map.GetVertexByIndex(vindex) : null;
l.SetEndVertex(v);
l.Marked = true;
if(v != null) v.Marked = true;
geometrychanged = true;
}
internal void RecRefLinedefFront(Linedef l)
{
if(!BeginRecordData(StreamCodes.RefLinedefFront)) return;
ss.wInt(l.Index);
if(l.Front != null) ss.wInt(l.Front.Index); else ss.wInt(-1);
EndRecordData();
//LogRecordInfo("REC: Setting linedef " + l.Index + " front sidedef " + ((l.Front != null) ? l.Front.Index : -1));
propsrecorded = null;
}
private void PlayRefLinedefFront(DeserializerStream ds)
{
int index; ds.rInt(out index);
Linedef l = General.Map.Map.GetLinedefByIndex(index);
int sindex; ds.rInt(out sindex);
//LogRecordInfo("PLY: Setting linedef " + index + " front sidedef " + sindex);
Sidedef sd = (sindex >= 0) ? General.Map.Map.GetSidedefByIndex(sindex) : null;
l.AttachFront(sd);
l.Marked = true;
if(sd != null)
{
sd.Marked = true;
if(sd.Sector != null) sd.Sector.UpdateNeeded = true; //mxd. Sector needs to be updated as well...
}
geometrychanged = true;
}
internal void RecRefLinedefBack(Linedef l)
{
if(!BeginRecordData(StreamCodes.RefLinedefBack)) return;
ss.wInt(l.Index);
if(l.Back != null) ss.wInt(l.Back.Index); else ss.wInt(-1);
EndRecordData();
//LogRecordInfo("REC: Setting linedef " + l.Index + " back sidedef " + ((l.Back != null) ? l.Back.Index : -1));
propsrecorded = null;
}
private void PlayRefLinedefBack(DeserializerStream ds)
{
int index; ds.rInt(out index);
Linedef l = General.Map.Map.GetLinedefByIndex(index);
int sindex; ds.rInt(out sindex);
//LogRecordInfo("PLY: Setting linedef " + index + " back sidedef " + sindex);
Sidedef sd = (sindex >= 0) ? General.Map.Map.GetSidedefByIndex(sindex) : null;
l.AttachBack(sd);
l.Marked = true;
if(sd != null)
{
sd.Marked = true;
if(sd.Sector != null) sd.Sector.UpdateNeeded = true; //mxd. Sector needs to be updated as well...
}
geometrychanged = true;
}
internal void RecAddSidedef(Sidedef s)
{
if(!BeginRecordData(StreamCodes.AddSidedef)) return;
ss.wInt(s.Index);
EndRecordData();
//LogRecordInfo("REC: Adding sidedef " + s.Index + " to linedef " + s.Line.Index + (s.IsFront ? " front" : " back") + " and sector " + s.Sector.Index);
propsrecorded = null;
}
private void PlayAddSidedef(DeserializerStream ds)
{
int index; ds.rInt(out index);
//LogRecordInfo("PLY: Removing sidedef " + index);
Sidedef s = General.Map.Map.GetSidedefByIndex(index);
if(s.Sector != null) s.Sector.Marked = true;
s.Dispose();
geometrychanged = true;
}
internal void RecRemSidedef(Sidedef s)
{
if(!BeginRecordData(StreamCodes.RemSidedef)) return;
ss.wInt(s.Index);
ss.wInt(s.Line.Index);
ss.wBool(s.IsFront);
ss.wInt(s.Sector.Index);
s.ReadWrite(ss);
EndRecordData();
//LogRecordInfo("REC: Removing sidedef " + s.Index + " (from linedef " + s.Line.Index + (s.IsFront ? " front" : " back") + " and sector " + s.Sector.Index + ")");
propsrecorded = null;
}
private void PlayRemSidedef(DeserializerStream ds)
{
int index; ds.rInt(out index);
int dindex; ds.rInt(out dindex);
bool front; ds.rBool(out front);
int sindex; ds.rInt(out sindex);
//LogRecordInfo("PLY: Adding sidedef " + index + " to linedef " + dindex + (front ? " front" : " back") + " and sector " + sindex);
Linedef l = General.Map.Map.GetLinedefByIndex(dindex);
Sector s = General.Map.Map.GetSectorByIndex(sindex);
Sidedef sd = General.Map.Map.CreateSidedef(index, l, front, s);
sd.ReadWrite(ds);
sd.Marked = true;
geometrychanged = true;
}
internal void RecPrpSidedef(Sidedef s)
{
if(!ignorepropchanges && !isrecordingcommand && !object.ReferenceEquals(s, propsrecorded))
{
if(!BeginRecordData(StreamCodes.PrpSidedef)) return;
ss.wInt(s.Index);
s.ReadWrite(ss);
EndRecordData();
propsrecorded = s;
}
}
private static void PlayPrpSidedef(DeserializerStream ds)
{
int index; ds.rInt(out index);
Sidedef s = General.Map.Map.GetSidedefByIndex(index);
s.ReadWrite(ds);
s.Marked = true;
}
internal void RecRefSidedefSector(Sidedef s)
{
if(!BeginRecordData(StreamCodes.RefSidedefSector)) return;
ss.wInt(s.Index);
if(s.Sector != null) ss.wInt(s.Sector.Index); else ss.wInt(-1);
EndRecordData();
//LogRecordInfo("REC: Setting sidedef " + s.Index + " sector " + ((s.Sector != null) ? s.Sector.Index : -1));
propsrecorded = null;
}
private void PlayRefSidedefSector(DeserializerStream ds)
{
int index; ds.rInt(out index);
Sidedef sd = General.Map.Map.GetSidedefByIndex(index);
int sindex; ds.rInt(out sindex);
//LogRecordInfo("PLY: Setting sidedef " + index + " sector " + sindex);
Sector sc = (sindex >= 0) ? General.Map.Map.GetSectorByIndex(sindex) : null;
sd.SetSector(sc);
sd.Marked = true;
if(sc != null) sc.Marked = true;
geometrychanged = true;
}
internal void RecAddSector(Sector s)
{
if(!BeginRecordData(StreamCodes.AddSector)) return;
ss.wInt(s.Index);
EndRecordData();
//LogRecordInfo("REC: Adding sector " + s.Index);
propsrecorded = null;
}
private void PlayAddSector(DeserializerStream ds)
{
int index; ds.rInt(out index);
//LogRecordInfo("PLY: Removing sector " + index);
Sector s = General.Map.Map.GetSectorByIndex(index);
s.Dispose();
geometrychanged = true;
}
internal void RecRemSector(Sector s)
{
if(!BeginRecordData(StreamCodes.RemSector)) return;
ss.wInt(s.Index);
s.ReadWrite(ss);
EndRecordData();
//LogRecordInfo("REC: Removing sector " + s.Index);
propsrecorded = null;
}
private void PlayRemSector(DeserializerStream ds)
{
int index; ds.rInt(out index);
//LogRecordInfo("PLY: Adding sector " + index);
Sector s = General.Map.Map.CreateSector(index);
s.ReadWrite(ds);
s.Marked = true;
geometrychanged = true;
}
internal void RecPrpSector(Sector s)
{
if(!ignorepropchanges && !isrecordingcommand && !object.ReferenceEquals(s, propsrecorded))
{
if(!BeginRecordData(StreamCodes.PrpSector)) return;
ss.wInt(s.Index);
s.ReadWrite(ss);
EndRecordData();
propsrecorded = s;
}
}
private static void PlayPrpSector(DeserializerStream ds)
{
int index; ds.rInt(out index);
Sector s = General.Map.Map.GetSectorByIndex(index);
s.ReadWrite(ds);
s.Marked = true;
}
internal void RecAddThing(Thing t)
{
if(!BeginRecordData(StreamCodes.AddThing)) return;
ss.wInt(t.Index);
EndRecordData();
//LogRecordInfo("REC: Adding thing " + t.Index);
propsrecorded = null;
}
private void PlayAddThing(DeserializerStream ds)
{
int index; ds.rInt(out index);
//LogRecordInfo("PLY: Removing thing " + index);
Thing t = General.Map.Map.GetThingByIndex(index);
t.Dispose();
populationchanged = true;
}
internal void RecRemThing(Thing t)
{
if(!BeginRecordData(StreamCodes.RemThing)) return;
ss.wInt(t.Index);
t.ReadWrite(ss);
EndRecordData();
//LogRecordInfo("REC: Removing thing " + t.Index);
propsrecorded = null;
}
private void PlayRemThing(DeserializerStream ds)
{
int index; ds.rInt(out index);
//LogRecordInfo("PLY: Adding thing " + index);
Thing t = General.Map.Map.CreateThing(index);
t.ReadWrite(ds);
t.Marked = true;
populationchanged = true;
}
internal void RecPrpThing(Thing t)
{
if(!ignorepropchanges && !isrecordingcommand && !object.ReferenceEquals(t, propsrecorded))
{
if(!BeginRecordData(StreamCodes.PrpThing)) return;
ss.wInt(t.Index);
t.ReadWrite(ss);
EndRecordData();
propsrecorded = t;
}
}
private static void PlayPrpThing(DeserializerStream ds)
{
int index; ds.rInt(out index);
Thing t = General.Map.Map.GetThingByIndex(index);
t.ReadWrite(ds);
t.Marked = true;
}
internal void RecIndexLinedef(int oldindex, int newindex)
{
if (!BeginRecordData(StreamCodes.IndexLinedef)) return;
ss.wInt(oldindex);
ss.wInt(newindex);
EndRecordData();
}
private static void PlayIndexLinedef(DeserializerStream ds)
{
ds.rInt(out int oldindex);
ds.rInt(out int newindex);
// Record again because redo will not work otherwise (for map elements this regularly happens in BeforePropsChange
// oldindex and newindex are flipped here because we have to change them back
General.Map.UndoRedo.RecIndexLinedef(newindex, oldindex);
General.Map.Map.ChangeLindefIndex(newindex, oldindex);
}
internal void RecIndexThing(int oldindex, int newindex)
{
if (!BeginRecordData(StreamCodes.IndexThing)) return;
ss.wInt(oldindex);
ss.wInt(newindex);
EndRecordData();
}
private static void PlayIndexThing(DeserializerStream ds)
{
ds.rInt(out int oldindex);
ds.rInt(out int newindex);
// Record again because redo will not work otherwise (for map elements this regularly happens in BeforePropsChange
// oldindex and newindex are flipped here because we have to change them back
General.Map.UndoRedo.RecIndexThing(newindex, oldindex);
General.Map.Map.ChangeThingIndex(newindex, oldindex);
}
internal void RecIndexSector(int oldindex, int newindex)
{
if (!BeginRecordData(StreamCodes.IndexSector)) return;
ss.wInt(oldindex);
ss.wInt(newindex);
EndRecordData();
}
private static void PlayIndexSector(DeserializerStream ds)
{
ds.rInt(out int oldindex);
ds.rInt(out int newindex);
// Record again because redo will not work otherwise (for map elements this regularly happens in BeforePropsChange
// oldindex and newindex are flipped here because we have to change them back
General.Map.UndoRedo.RecIndexSector(newindex, oldindex);
General.Map.Map.ChangeSectorIndex(newindex, oldindex);
}
internal void RecIndexVertex(int oldindex, int newindex)
{
if (!BeginRecordData(StreamCodes.IndexVertex)) return;
ss.wInt(oldindex);
ss.wInt(newindex);
EndRecordData();
}
private static void PlayIndexVertex(DeserializerStream ds)
{
ds.rInt(out int oldindex);
ds.rInt(out int newindex);
// Record again because redo will not work otherwise (for map elements this regularly happens in BeforePropsChange
// oldindex and newindex are flipped here because we have to change them back
General.Map.UndoRedo.RecIndexVertex(newindex, oldindex);
General.Map.Map.ChangeVertexIndex(newindex, oldindex);
}
#endregion
}
}