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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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482 lines
12 KiB
C#
482 lines
12 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Threading;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using System.Diagnostics;
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using CodeImp.DoomBuilder.Actions;
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#endregion
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namespace CodeImp.DoomBuilder.Editing
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{
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public class UndoManager
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Undo and redo stacks
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private List<UndoSnapshot> undos;
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private List<UndoSnapshot> redos;
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// Grouping
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private UndoGroup lastgroup;
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private int lastgrouptag;
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// Unique tickets
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private int ticketid;
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// Background thread
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private volatile bool dobackgroundwork;
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private Thread backgroundthread;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public UndoSnapshot NextUndo { get { if(undos.Count > 0) return undos[0]; else return null; } }
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public UndoSnapshot NextRedo { get { if(redos.Count > 0) return redos[0]; else return null; } }
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public bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal UndoManager()
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{
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// Initialize
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ticketid = 1;
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undos = new List<UndoSnapshot>(General.Settings.UndoLevels + 1);
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redos = new List<UndoSnapshot>(General.Settings.UndoLevels + 1);
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// Bind any methods
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General.Actions.BindMethods(this);
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// Start background thread
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backgroundthread = new Thread(new ThreadStart(BackgroundThread));
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backgroundthread.Name = "Snapshot Compressor";
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backgroundthread.Priority = ThreadPriority.Lowest;
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backgroundthread.IsBackground = true;
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backgroundthread.Start();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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internal void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Unbind any methods
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General.Actions.UnbindMethods(this);
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// Stop the thread and wait for it to end
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backgroundthread.Interrupt();
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backgroundthread.Join();
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backgroundthread = null;
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// Clean up
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ClearUndos();
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ClearRedos();
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General.WriteLogLine("All undo and redo levels cleared.");
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Private Methods
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// This clears the redos
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private void ClearRedos()
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{
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lock(redos)
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{
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// Dispose all redos
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foreach(UndoSnapshot u in redos) u.Dispose();
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redos.Clear();
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}
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}
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// This clears the undos
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private void ClearUndos()
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{
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lock(undos)
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{
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// Dispose all undos
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foreach(UndoSnapshot u in undos) u.Dispose();
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undos.Clear();
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}
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}
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// This checks and removes a level when the limit is reached
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private void LimitUndoRedoLevel(List<UndoSnapshot> list)
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{
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UndoSnapshot u;
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// Too many?
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if(list.Count > General.Settings.UndoLevels)
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{
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// Remove one and dispose map
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u = list[list.Count - 1];
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u.Dispose();
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list.RemoveAt(list.Count - 1);
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}
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}
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// Background thread
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private void BackgroundThread()
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{
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while(true)
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{
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if(dobackgroundwork)
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{
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// First set dobackgroundwork to false before performing the work so
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// that it can be set to true again when another pass is needed
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dobackgroundwork = false;
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int undolevel = 0;
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UndoSnapshot snapshot;
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while(true)
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{
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// Get the next snapshot or leave
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lock(undos)
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{
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if(undolevel < undos.Count)
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snapshot = undos[undolevel];
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else
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break;
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}
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// Write to file or load from file, if needed
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if(snapshot.StoreOnDisk && !snapshot.IsOnDisk)
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snapshot.WriteToFile();
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else if(!snapshot.StoreOnDisk && snapshot.IsOnDisk)
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snapshot.RestoreFromFile();
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// Next
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undolevel++;
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}
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int redolevel = 0;
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while(true)
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{
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// Get the next snapshot or leave
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lock(redos)
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{
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if(redolevel < redos.Count)
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snapshot = redos[redolevel];
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else
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break;
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}
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// Write to file or load from file, if needed
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if(snapshot.StoreOnDisk && !snapshot.IsOnDisk)
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snapshot.WriteToFile();
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else if(!snapshot.StoreOnDisk && snapshot.IsOnDisk)
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snapshot.RestoreFromFile();
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// Next
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redolevel++;
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}
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}
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try { Thread.Sleep(30); }
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catch(ThreadInterruptedException) { break; }
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}
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}
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#endregion
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#region ================== Public Methods
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// This clears all redos
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public void ClearAllRedos()
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{
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ClearRedos();
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General.MainWindow.UpdateInterface();
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}
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// This makes an undo and returns the unique ticket id
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// Also automatically indicates that the map is changed
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public int CreateUndo(string description)
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{
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return CreateUndo(description, UndoGroup.None, 0);
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}
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// This makes an undo and returns the unique ticket id
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// Also automatically indicates that the map is changed
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public int CreateUndo(string description, UndoGroup group, int grouptag)
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{
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UndoSnapshot u;
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// Not the same as previous group?
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if((group == UndoGroup.None) ||
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(group != lastgroup) ||
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(grouptag != lastgrouptag))
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{
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// Next ticket id
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if(++ticketid == int.MaxValue) ticketid = 1;
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General.WriteLogLine("Creating undo snapshot \"" + description + "\", Group " + group + ", Tag " + grouptag + ", Ticket ID " + ticketid + "...");
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// Make a snapshot
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u = new UndoSnapshot(description, General.Map.Map.Serialize(), ticketid);
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lock(undos)
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{
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// The current top of the stack can now be written to disk
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// because it is no longer the next immediate undo level
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if(undos.Count > 0) undos[0].StoreOnDisk = true;
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// Put it on the stack
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undos.Insert(0, u);
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LimitUndoRedoLevel(undos);
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}
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// Clear all redos
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ClearRedos();
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// Keep grouping info
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lastgroup = group;
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lastgrouptag = grouptag;
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// Map changes!
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General.Map.IsChanged = true;
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// Update
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dobackgroundwork = true;
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General.MainWindow.UpdateInterface();
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// Done
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return ticketid;
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}
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else
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{
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return -1;
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}
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}
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// This removes a previously made undo
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public void WithdrawUndo(int ticket)
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{
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// Anything to undo?
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if(undos.Count > 0)
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{
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// Check if the ticket id matches
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if(ticket == undos[0].TicketID)
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{
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General.WriteLogLine("Withdrawing undo snapshot \"" + undos[0].Description + "\", Ticket ID " + ticket + "...");
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lock(undos)
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{
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// Remove the last made undo
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undos[0].Dispose();
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undos.RemoveAt(0);
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// Make the current top of the stack load into memory
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// because it just became the next immediate undo level
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if(undos.Count > 0) undos[0].StoreOnDisk = false;
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}
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// Update
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dobackgroundwork = true;
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General.MainWindow.UpdateInterface();
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}
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}
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}
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// This performs an undo
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[BeginAction("undo")]
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public void PerformUndo()
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{
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UndoSnapshot u, r;
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Cursor oldcursor = Cursor.Current;
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Cursor.Current = Cursors.WaitCursor;
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// Anything to undo?
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if(undos.Count > 0)
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{
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// Let the plugins know
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if(General.Plugins.OnUndoBegin())
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{
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// Call UndoBegin event
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if(General.Editing.Mode.OnUndoBegin())
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{
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// Cancel volatile mode, if any
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// This returns false when mode was not volatile
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if(!General.CancelVolatileMode())
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{
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lock(undos)
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{
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// Get undo snapshot
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u = undos[0];
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undos.RemoveAt(0);
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// Make the current top of the stack load into memory
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// because it just became the next immediate undo level
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if(undos.Count > 0) undos[0].StoreOnDisk = false;
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}
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General.WriteLogLine("Performing undo \"" + u.Description + "\", Ticket ID " + u.TicketID + "...");
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General.Interface.DisplayStatus(StatusType.Action, u.Description + " undone.");
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// Make a snapshot for redo
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r = new UndoSnapshot(u, General.Map.Map.Serialize());
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lock(redos)
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{
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// The current top of the stack can now be written to disk
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// because it is no longer the next immediate undo level
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if(redos.Count > 0) redos[0].StoreOnDisk = true;
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// Put it on the stack
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redos.Insert(0, r);
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LimitUndoRedoLevel(redos);
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}
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// Reset grouping
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lastgroup = UndoGroup.None;
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// Change map set
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MemoryStream data = u.GetMapData();
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General.Map.ChangeMapSet(new MapSet(data));
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data.Dispose();
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// Remove selection
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General.Map.Map.ClearAllMarks(false);
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General.Map.Map.ClearAllSelected();
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// Done
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General.Editing.Mode.OnUndoEnd();
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General.Plugins.OnUndoEnd();
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// Update
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dobackgroundwork = true;
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General.Map.Data.UpdateUsedTextures();
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateInterface();
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}
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}
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}
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}
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Cursor.Current = oldcursor;
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}
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// This performs a redo
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[BeginAction("redo")]
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public void PerformRedo()
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{
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UndoSnapshot u, r;
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Cursor oldcursor = Cursor.Current;
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Cursor.Current = Cursors.WaitCursor;
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// Anything to redo?
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if(redos.Count > 0)
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{
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// Let the plugins know
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if(General.Plugins.OnRedoBegin())
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{
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// Call RedoBegin event
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if(General.Editing.Mode.OnRedoBegin())
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{
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// Cancel volatile mode, if any
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General.CancelVolatileMode();
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lock(redos)
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{
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// Get redo snapshot
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r = redos[0];
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redos.RemoveAt(0);
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// Make the current top of the stack load into memory
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// because it just became the next immediate undo level
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if(redos.Count > 0) redos[0].StoreOnDisk = false;
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}
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General.WriteLogLine("Performing redo \"" + r.Description + "\", Ticket ID " + r.TicketID + "...");
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General.Interface.DisplayStatus(StatusType.Action, r.Description + " redone.");
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// Make a snapshot for undo
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u = new UndoSnapshot(r, General.Map.Map.Serialize());
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lock(undos)
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{
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// The current top of the stack can now be written to disk
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// because it is no longer the next immediate undo level
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if(undos.Count > 0) undos[0].StoreOnDisk = true;
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// Put it on the stack
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undos.Insert(0, u);
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LimitUndoRedoLevel(undos);
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}
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// Reset grouping
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lastgroup = UndoGroup.None;
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// Change map set
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MemoryStream data = r.GetMapData();
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General.Map.ChangeMapSet(new MapSet(data));
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data.Dispose();
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// Remove selection
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General.Map.Map.ClearAllMarks(false);
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General.Map.Map.ClearAllSelected();
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// Done
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General.Editing.Mode.OnRedoEnd();
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General.Plugins.OnRedoEnd();
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// Update
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dobackgroundwork = true;
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General.Map.Data.UpdateUsedTextures();
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General.MainWindow.RedrawDisplay();
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General.MainWindow.UpdateInterface();
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}
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}
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}
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Cursor.Current = oldcursor;
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}
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#endregion
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}
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}
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