Wed, 10 Apr 2013 00:46:32 +0300
Added undo/redo foundations. Capable of undoing and redoing delete operations
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 Santeri `arezey` Piippo * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * 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. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "gui.h" #include "common.h" #include "zz_setContentsDialog.h" #include "file.h" #include "zz_colorSelectDialog.h" #include "history.h" vector<LDObject*> g_Clipboard; // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= static bool copyToClipboard () { vector<LDObject*> objs = g_ForgeWindow->getSelectedObjects (); if (objs.size() == 0) return false; // Clear the clipboard first. for (LDObject* obj : g_Clipboard) delete obj; g_Clipboard.clear (); // Now, copy the contents into the clipboard. The objects should be // separate objects so that modifying the existing ones does not affect // the clipboard. Thus, we add clones of the objects to the clipboard, not // the objects themselves. for (ulong i = 0; i < objs.size(); ++i) g_Clipboard.push_back (objs[i]->clone ()); return true; } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (cut, "Cut", "cut", "Cut the current selection to clipboard.", CTRL (X)) { if (!copyToClipboard ()) return; g_ForgeWindow->deleteSelection (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (copy, "Copy", "copy", "Copy the current selection to clipboard.", CTRL (C)) { copyToClipboard (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (paste, "Paste", "paste", "Paste clipboard contents.", CTRL (V)) { for (LDObject* obj : g_Clipboard) g_CurrentFile->addObject (obj->clone ()); g_ForgeWindow->refresh (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (del, "Delete", "delete", "Delete the selection", KEY (Delete)) { vector<LDObject*> sel = g_ForgeWindow->getSelectedObjects (); if (sel.size() == 0) return; vector<ulong> ulaIndices; vector<LDObject*> copies; for (LDObject* obj : sel) { copies.insert (copies.begin(), obj->clone ()); ulaIndices.insert (ulaIndices.begin(), obj->getIndex (g_CurrentFile)); g_CurrentFile->forgetObject (obj); delete obj; } History::addEntry (new DeleteHistory (ulaIndices, copies)); g_ForgeWindow->refresh (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= static void doInline (bool bDeep) { vector<LDObject*> sel = g_ForgeWindow->getSelectedObjects (); for (LDObject* obj : sel) { // Obviously, only subfiles can be inlined. if (obj->getType() != OBJ_Subfile) continue; // Get the index of the subfile so we know where to insert the // inlined contents. long idx = obj->getIndex (g_CurrentFile); if (idx == -1) continue; LDSubfile* ref = static_cast<LDSubfile*> (obj); // Get the inlined objects. These are clones of the subfile's contents. vector<LDObject*> objs = ref->inlineContents (bDeep, true); // Merge in the inlined objects for (LDObject* inlineobj : objs) g_CurrentFile->objects.insert (g_CurrentFile->objects.begin() + idx++, inlineobj); // Delete the subfile now as it's been inlined. g_CurrentFile->forgetObject (ref); delete ref; } g_ForgeWindow->refresh (); } ACTION (inlineContents, "Inline", "inline", "Inline selected subfiles.", CTRL (I)) { doInline (false); } ACTION (deepInline, "Deep Inline", "inline-deep", "Recursively inline selected subfiles " "down to polygons only.", CTRL_SHIFT (I)) { doInline (true); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (splitQuads, "Split Quads", "quad-split", "Split quads into triangles.", (0)) { vector<LDObject*> objs = g_ForgeWindow->getSelectedObjects (); for (LDObject* obj : objs) { if (obj->getType() != OBJ_Quad) continue; // Find the index of this quad long lIndex = obj->getIndex (g_CurrentFile); if (lIndex == -1) { // couldn't find it? logf (LOG_Error, "Couldn't find quad %p in " "current object list!!\n", obj); return; } std::vector<LDTriangle*> triangles = static_cast<LDQuad*> (obj)->splitToTriangles (); // Replace the quad with the first triangle and add the second triangle // after the first one. g_CurrentFile->objects[lIndex] = triangles[0]; g_CurrentFile->objects.insert (g_CurrentFile->objects.begin() + lIndex + 1, triangles[1]); // Delete this quad now, it has been split. delete obj; } g_ForgeWindow->refresh (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (setContents, "Set Contents", "set-contents", "Set the raw code of this object.", KEY (F9)) { if (g_ForgeWindow->qObjList->selectedItems().size() != 1) return; LDObject* obj = g_ForgeWindow->getSelectedObjects ()[0]; SetContentsDialog::staticDialog (obj, g_ForgeWindow); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (setColor, "Set Color", "palette", "Set the color on given objects.", KEY (F10)) { if (g_ForgeWindow->qObjList->selectedItems().size() <= 0) return; short dColor; short dDefault = -1; std::vector<LDObject*> objs = g_ForgeWindow->getSelectedObjects (); // If all selected objects have the same color, said color is our default // value to the color selection dialog. for (LDObject* obj : objs) { if (obj->dColor == -1) continue; // doesn't use color if (dDefault != -1 && obj->dColor != dDefault) { // No consensus in object color, therefore we don't have a // proper default value to use. dDefault = -1; break; } if (dDefault == -1) dDefault = obj->dColor; } // Show the dialog to the user now and ask for a color. if (ColorSelectDialog::staticDialog (dColor, dDefault, g_ForgeWindow)) { for (LDObject* obj : objs) if (obj->dColor != -1) obj->dColor = dColor; g_ForgeWindow->refresh (); } } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= ACTION (makeBorders, "Make Borders", "make-borders", "Add borders around given polygons.", CTRL_SHIFT (B)) { vector<LDObject*> objs = g_ForgeWindow->getSelectedObjects (); for (LDObject* obj : objs) { if (obj->getType() != OBJ_Quad && obj->getType() != OBJ_Triangle) continue; short dNumLines; LDLine* lines[4]; if (obj->getType() == OBJ_Quad) { dNumLines = 4; LDQuad* quad = static_cast<LDQuad*> (obj); lines[0] = new LDLine (quad->vaCoords[0], quad->vaCoords[1]); lines[1] = new LDLine (quad->vaCoords[1], quad->vaCoords[2]); lines[2] = new LDLine (quad->vaCoords[2], quad->vaCoords[3]); lines[3] = new LDLine (quad->vaCoords[3], quad->vaCoords[0]); } else { dNumLines = 3; LDTriangle* tri = static_cast<LDTriangle*> (obj); lines[0] = new LDLine (tri->vaCoords[0], tri->vaCoords[1]); lines[1] = new LDLine (tri->vaCoords[1], tri->vaCoords[2]); lines[2] = new LDLine (tri->vaCoords[2], tri->vaCoords[0]); } for (short i = 0; i < dNumLines; ++i) { lines[i]->dColor = dEdgeColor; g_CurrentFile->addObject (lines[i]); } } g_ForgeWindow->refresh (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= static void doMoveSelection (const bool bUp) { vector<LDObject*> objs = g_ForgeWindow->getSelectedObjects (); // If we move down, we need to iterate the array in reverse order. const long start = bUp ? 0 : (objs.size() - 1); const long end = bUp ? objs.size() : -1; const long incr = bUp ? 1 : -1; for (long i = start; i != end; i += incr) { LDObject* obj = objs[i]; const long lIndex = obj->getIndex (g_CurrentFile), lTarget = lIndex + (bUp ? -1 : 1); if ((bUp == true and lIndex == 0) or (bUp == false and lIndex == (long)(g_CurrentFile->objects.size() - 1))) { // One of the objects hit the extrema. If this happens, this should be the first // object to be iterated on. Thus, nothing has changed yet and it's safe to just // abort the entire operation. assert (i == start); return; } obj->swap (g_CurrentFile->objects[lTarget]); } g_ForgeWindow->buildObjList (); } ACTION (moveUp, "Move Up", "arrow-up", "Move the current selection up.", CTRL (Up)) { doMoveSelection (true); } ACTION (moveDown, "Move Down", "arrow-down", "Move the current selection down.", CTRL (Down)) { doMoveSelection (false); } ACTION (undo, "Undo", "undo", "Undo a step.", CTRL (Z)) { History::undo (); } ACTION (redo, "Redo", "redo", "Redo a step.", CTRL_SHIFT (Z)) { History::redo (); }