solvespace/undoredo.cpp
Jonathan Westhues ce99217bbb Move colors and line widths for almost everything to the styles
mechanism. This gets filled in from some defaults, and stored in
the registry. The default styles do not get saved in the file, but
user-created styles (which aren't supported yet) do.

[git-p4: depot-paths = "//depot/solvespace/": change = 2028]
2009-09-16 23:32:36 -08:00

162 lines
4.2 KiB
C++

#include "solvespace.h"
void SolveSpace::UndoRemember(void) {
unsaved = true;
PushFromCurrentOnto(&undo);
UndoClearStack(&redo);
UndoEnableMenus();
}
void SolveSpace::UndoUndo(void) {
if(undo.cnt <= 0) return;
PushFromCurrentOnto(&redo);
PopOntoCurrentFrom(&undo);
UndoEnableMenus();
}
void SolveSpace::UndoRedo(void) {
if(redo.cnt <= 0) return;
PushFromCurrentOnto(&undo);
PopOntoCurrentFrom(&redo);
UndoEnableMenus();
}
void SolveSpace::UndoEnableMenus(void) {
EnableMenuById(GraphicsWindow::MNU_UNDO, undo.cnt > 0);
EnableMenuById(GraphicsWindow::MNU_REDO, redo.cnt > 0);
}
void SolveSpace::PushFromCurrentOnto(UndoStack *uk) {
int i;
if(uk->cnt == MAX_UNDO) {
UndoClearState(&(uk->d[uk->write]));
// And then write in to this one again
} else {
(uk->cnt)++;
}
UndoState *ut = &(uk->d[uk->write]);
ZERO(ut);
for(i = 0; i < SK.group.n; i++) {
Group *src = &(SK.group.elem[i]);
Group dest = *src;
// And then clean up all the stuff that needs to be a deep copy,
// and zero out all the dynamic stuff that will get regenerated.
dest.clean = false;
ZERO(&(dest.solved));
ZERO(&(dest.poly));
ZERO(&(dest.bezierLoopSet));
ZERO(&(dest.polyError));
ZERO(&(dest.thisMesh));
ZERO(&(dest.runningMesh));
ZERO(&(dest.thisShell));
ZERO(&(dest.runningShell));
ZERO(&(dest.displayMesh));
ZERO(&(dest.displayEdges));
ZERO(&(dest.remap));
src->remap.DeepCopyInto(&(dest.remap));
ZERO(&(dest.impMesh));
ZERO(&(dest.impShell));
ZERO(&(dest.impEntity));
ut->group.Add(&dest);
}
for(i = 0; i < SK.request.n; i++) {
ut->request.Add(&(SK.request.elem[i]));
}
for(i = 0; i < SK.constraint.n; i++) {
Constraint *src = &(SK.constraint.elem[i]);
Constraint dest = *src;
ZERO(&(dest.dogd));
ut->constraint.Add(&dest);
}
for(i = 0; i < SK.param.n; i++) {
ut->param.Add(&(SK.param.elem[i]));
}
for(i = 0; i < SK.style.n; i++) {
ut->style.Add(&(SK.style.elem[i]));
}
ut->activeGroup = SS.GW.activeGroup;
uk->write = WRAP(uk->write + 1, MAX_UNDO);
}
void SolveSpace::PopOntoCurrentFrom(UndoStack *uk) {
if(uk->cnt <= 0) oops();
(uk->cnt)--;
uk->write = WRAP(uk->write - 1, MAX_UNDO);
UndoState *ut = &(uk->d[uk->write]);
int i;
// Free everything in the main copy of the program before replacing it
for(i = 0; i < SK.group.n; i++) {
Group *g = &(SK.group.elem[i]);
g->poly.Clear();
g->bezierLoopSet.Clear();
g->thisMesh.Clear();
g->runningMesh.Clear();
g->thisShell.Clear();
g->runningShell.Clear();
g->displayMesh.Clear();
g->displayEdges.Clear();
g->remap.Clear();
g->impMesh.Clear();
g->impShell.Clear();
g->impEntity.Clear();
}
SK.group.Clear();
SK.request.Clear();
SK.constraint.Clear();
SK.param.Clear();
SK.style.Clear();
// And then do a shallow copy of the state from the undo list
ut->group.MoveSelfInto(&(SK.group));
ut->request.MoveSelfInto(&(SK.request));
ut->constraint.MoveSelfInto(&(SK.constraint));
ut->param.MoveSelfInto(&(SK.param));
ut->style.MoveSelfInto(&(SK.style));
SS.GW.activeGroup = ut->activeGroup;
// No need to free it, since a shallow copy was made above
ZERO(ut);
// And reset the state everywhere else in the program, since the
// sketch just changed a lot.
SS.GW.ClearSuper();
SS.TW.ClearSuper();
SS.ReloadAllImported();
SS.GenerateAll(0, INT_MAX);
later.showTW = true;
}
void SolveSpace::UndoClearStack(UndoStack *uk) {
while(uk->cnt > 0) {
uk->write = WRAP(uk->write - 1, MAX_UNDO);
(uk->cnt)--;
UndoClearState(&(uk->d[uk->write]));
}
ZERO(uk); // for good measure
}
void SolveSpace::UndoClearState(UndoState *ut) {
int i;
for(i = 0; i < ut->group.n; i++) {
Group *g = &(ut->group.elem[i]);
g->remap.Clear();
}
ut->group.Clear();
ut->request.Clear();
ut->constraint.Clear();
ut->param.Clear();
ut->style.Clear();
ZERO(ut);
}