solvespace/undoredo.cpp

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#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 < group.n; i++) {
Group *src = &(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;
dest.vvMeshClean = 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.meshError));
ZERO(&(dest.emphEdges));
ZERO(&(dest.remap));
src->remap.DeepCopyInto(&(dest.remap));
ZERO(&(dest.impMesh));
ZERO(&(dest.impEntity));
ut->group.Add(&dest);
}
for(i = 0; i < request.n; i++) {
ut->request.Add(&(request.elem[i]));
}
for(i = 0; i < constraint.n; i++) {
Constraint *src = &(constraint.elem[i]);
Constraint dest = *src;
ZERO(&(dest.dogd));
ut->constraint.Add(&dest);
}
for(i = 0; i < param.n; i++) {
ut->param.Add(&(param.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 < group.n; i++) {
Group *g = &(group.elem[i]);
g->poly.Clear();
g->bezierLoopSet.Clear();
g->thisMesh.Clear();
g->runningMesh.Clear();
g->thisShell.Clear();
g->runningShell.Clear();
g->meshError.interferesAt.Clear();
g->emphEdges.Clear();
g->remap.Clear();
g->impMesh.Clear();
g->impEntity.Clear();
}
group.Clear();
request.Clear();
constraint.Clear();
param.Clear();
// And then do a shallow copy of the state from the undo list
ut->group.MoveSelfInto(&group);
ut->request.MoveSelfInto(&request);
ut->constraint.MoveSelfInto(&constraint);
ut->param.MoveSelfInto(&param);
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();
ZERO(ut);
}