158 lines
4.3 KiB
C++
158 lines
4.3 KiB
C++
//-----------------------------------------------------------------------------
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// The user-visible undo/redo operation; whenever they change something, we
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// record our state and push it on a stack, and we pop the stack when they
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// select undo.
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//
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// Copyright 2008-2013 Jonathan Westhues.
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//-----------------------------------------------------------------------------
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#include "solvespace.h"
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void SolveSpace::UndoRemember(void) {
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unsaved = true;
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PushFromCurrentOnto(&undo);
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UndoClearStack(&redo);
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UndoEnableMenus();
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}
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void SolveSpace::UndoUndo(void) {
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if(undo.cnt <= 0) return;
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PushFromCurrentOnto(&redo);
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PopOntoCurrentFrom(&undo);
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UndoEnableMenus();
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}
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void SolveSpace::UndoRedo(void) {
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if(redo.cnt <= 0) return;
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PushFromCurrentOnto(&undo);
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PopOntoCurrentFrom(&redo);
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UndoEnableMenus();
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}
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void SolveSpace::UndoEnableMenus(void) {
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EnableMenuById(GraphicsWindow::MNU_UNDO, undo.cnt > 0);
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EnableMenuById(GraphicsWindow::MNU_REDO, redo.cnt > 0);
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}
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void SolveSpace::PushFromCurrentOnto(UndoStack *uk) {
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int i;
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if(uk->cnt == MAX_UNDO) {
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UndoClearState(&(uk->d[uk->write]));
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// And then write in to this one again
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} else {
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(uk->cnt)++;
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}
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UndoState *ut = &(uk->d[uk->write]);
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ZERO(ut);
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for(i = 0; i < SK.group.n; i++) {
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Group *src = &(SK.group.elem[i]);
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Group dest = *src;
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// And then clean up all the stuff that needs to be a deep copy,
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// and zero out all the dynamic stuff that will get regenerated.
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dest.clean = false;
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ZERO(&(dest.solved));
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ZERO(&(dest.polyLoops));
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ZERO(&(dest.bezierLoops));
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ZERO(&(dest.bezierOpens));
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ZERO(&(dest.polyError));
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ZERO(&(dest.thisMesh));
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ZERO(&(dest.runningMesh));
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ZERO(&(dest.thisShell));
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ZERO(&(dest.runningShell));
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ZERO(&(dest.displayMesh));
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ZERO(&(dest.displayEdges));
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ZERO(&(dest.remap));
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src->remap.DeepCopyInto(&(dest.remap));
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ZERO(&(dest.impMesh));
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ZERO(&(dest.impShell));
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ZERO(&(dest.impEntity));
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ut->group.Add(&dest);
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}
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for(i = 0; i < SK.request.n; i++) {
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ut->request.Add(&(SK.request.elem[i]));
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}
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for(i = 0; i < SK.constraint.n; i++) {
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Constraint *src = &(SK.constraint.elem[i]);
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Constraint dest = *src;
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ZERO(&(dest.dogd));
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ut->constraint.Add(&dest);
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}
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for(i = 0; i < SK.param.n; i++) {
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ut->param.Add(&(SK.param.elem[i]));
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}
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for(i = 0; i < SK.style.n; i++) {
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ut->style.Add(&(SK.style.elem[i]));
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}
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ut->activeGroup = SS.GW.activeGroup;
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uk->write = WRAP(uk->write + 1, MAX_UNDO);
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}
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void SolveSpace::PopOntoCurrentFrom(UndoStack *uk) {
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if(uk->cnt <= 0) oops();
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(uk->cnt)--;
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uk->write = WRAP(uk->write - 1, MAX_UNDO);
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UndoState *ut = &(uk->d[uk->write]);
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// Free everything in the main copy of the program before replacing it
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Group *g;
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for(g = SK.group.First(); g; g = SK.group.NextAfter(g)) {
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g->Clear();
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}
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SK.group.Clear();
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SK.request.Clear();
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SK.constraint.Clear();
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SK.param.Clear();
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SK.style.Clear();
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// And then do a shallow copy of the state from the undo list
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ut->group.MoveSelfInto(&(SK.group));
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ut->request.MoveSelfInto(&(SK.request));
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ut->constraint.MoveSelfInto(&(SK.constraint));
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ut->param.MoveSelfInto(&(SK.param));
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ut->style.MoveSelfInto(&(SK.style));
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SS.GW.activeGroup = ut->activeGroup;
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// No need to free it, since a shallow copy was made above
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ZERO(ut);
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// And reset the state everywhere else in the program, since the
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// sketch just changed a lot.
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SS.GW.ClearSuper();
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SS.TW.ClearSuper();
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SS.ReloadAllImported();
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SS.GenerateAll(0, INT_MAX);
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later.showTW = true;
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}
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void SolveSpace::UndoClearStack(UndoStack *uk) {
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while(uk->cnt > 0) {
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uk->write = WRAP(uk->write - 1, MAX_UNDO);
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(uk->cnt)--;
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UndoClearState(&(uk->d[uk->write]));
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}
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ZERO(uk); // for good measure
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}
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void SolveSpace::UndoClearState(UndoState *ut) {
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int i;
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for(i = 0; i < ut->group.n; i++) {
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Group *g = &(ut->group.elem[i]);
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g->remap.Clear();
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}
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ut->group.Clear();
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ut->request.Clear();
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ut->constraint.Clear();
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ut->param.Clear();
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ut->style.Clear();
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ZERO(ut);
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}
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