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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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/>.
- */
- // CUndoable.h
- // Class to handle undo/redo.
- // Author: John Ahlquist, April 2001
- #pragma once
- #ifndef CUNDOABLE_H
- #define CUNDOABLE_H
- #include "Lib\BaseType.h"
- #include "../../gameengine/include/common/MapObject.h"
- #include "../../gameengine/include/common/GameCommon.h"
- #include "../../gameengine/include/GameLogic/SidesList.h"
- #include "RefCount.h"
- #include <vector>
- class PolygonTrigger;
- class BuildListInfo;
- /*************************************************************************
- ** Undoable
- ***************************************************************************/
- /// Base command class for all undoable commands. Just the virtual shell.
- class Undoable : public RefCountClass
- {
- protected:
- Undoable *mNext;
- public:
- Undoable(void);
- ~Undoable(void);
- public:
- virtual void Do(void)=0; ///< pure virtual.
- virtual void Undo(void)=0;///< pure virtual.
- virtual void Redo(void);
- void LinkNext(Undoable *pNext);
- Undoable *GetNext(void) {return mNext;};
- };
- class CWorldBuilderDoc;
- class WorldHeightMapEdit;
- class MapObject;
- /*************************************************************************
- ** CWBDocUndoable
- ***************************************************************************/
- /// Command that saves & restores entire height map.
- /** An undoable that actually undoes something. Saves and restores the
- entire height map. */
- class WBDocUndoable : public Undoable
- {
- protected:
- CWorldBuilderDoc *mPDoc; ///< Not ref counted. This undoable should be in a list attached to the doc anyway.
- WorldHeightMapEdit *mPNewHeightMapData; ///< ref counted.
- WorldHeightMapEdit *mPOldHeightMapData; ///< ref counted.
- Bool m_offsetObjects; ///< If true, apply m_objOffset.
- Coord3D m_objOffset; ///< Offset to adjust all objects.
-
- public:
- WBDocUndoable(CWorldBuilderDoc *pDoc, WorldHeightMapEdit *pNewHtMap, Coord3D *pObjOffset = NULL);
- // destructor.
- ~WBDocUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- virtual void Redo(void);
- };
- /// AddObjectUndoable
- /** An undoable that actually undoes something. Adds an object
- to the height map. If it is a linked list, adds all objects. */
- class AddObjectUndoable : public Undoable
- {
- protected:
- CWorldBuilderDoc *m_pDoc; ///< Not ref counted. This undoable should be in a list attached to the doc anyway.
- MapObject *m_objectToAdd;
- Int m_numObjects;
- Bool m_addedToList;
- public:
- AddObjectUndoable(CWorldBuilderDoc *pDoc, MapObject *pObjectToAdd);
- // destructor.
- ~AddObjectUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- };
- /// ModifyObjectUndoable
- /** An undoable that actually undoes something. Modifies an object's
- location and angle. */
- // Helper class
- class MoveInfo
- {
- public:
- MoveInfo(MapObject *pObjToMove);
- ~MoveInfo();
- void DoMove(CWorldBuilderDoc *pDoc);
- void UndoMove(CWorldBuilderDoc *pDoc);
- void SetOffset(CWorldBuilderDoc *pDoc, Real x, Real y);
- void SetZOffset(CWorldBuilderDoc *pDoc, Real z);
- void RotateTo(CWorldBuilderDoc *pDoc, Real angle);
- void SetThingTemplate(CWorldBuilderDoc *pDoc, const ThingTemplate* thing);
- void SetName(CWorldBuilderDoc *pDoc, AsciiString name);
- public:
- MapObject *m_objectToModify;
- MoveInfo *m_next;
- Real m_newAngle;
- Real m_oldAngle;
- Coord3D m_newLocation;
- Coord3D m_oldLocation;
- const ThingTemplate* m_oldThing;
- const ThingTemplate* m_newThing;
- AsciiString m_oldName;
- AsciiString m_newName;
- };
- class ModifyObjectUndoable : public Undoable
- {
- protected:
- CWorldBuilderDoc* m_pDoc; ///< Not ref counted. This undoable should be in a list attached to the doc anyway.
- MoveInfo* m_moveList;
- Bool m_inval;
- public:
- ModifyObjectUndoable(CWorldBuilderDoc *pDoc);
- // destructor.
- ~ModifyObjectUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- virtual void Redo(void);
- void SetOffset(Real x, Real y);
- void SetZOffset(Real z);
- void RotateTo(Real angle);
- void SetThingTemplate(const ThingTemplate* thing);
- void SetName(AsciiString name);
- };
- /// ModifyFlagsUndoable
- /** An undoable that actually undoes something. Modifies an object's
- flags. */
- // Helper class
- class FlagsInfo
- {
- public:
- FlagsInfo(MapObject *pObjToMove, Int flagMask, Int flagValue );
- ~FlagsInfo();
- void DoFlags(CWorldBuilderDoc *pDoc);
- void UndoFlags(CWorldBuilderDoc *pDoc);
- public:
- MapObject *m_objectToModify;
- FlagsInfo *m_next;
- Int m_flagMask;
- Int m_newValue;
- Int m_oldValue;
- };
- class ModifyFlagsUndoable : public Undoable
- {
- protected:
- CWorldBuilderDoc *m_pDoc; ///< Not ref counted. This undoable should be in a list attached to the doc anyway.
- FlagsInfo *m_flagsList;
- public:
- ModifyFlagsUndoable(CWorldBuilderDoc *pDoc, Int flagMask, Int flagValue);
- // destructor.
- ~ModifyFlagsUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- virtual void Redo(void);
- };
- class SidesListUndoable : public Undoable
- {
- protected:
- SidesList m_old, m_new;
- CWorldBuilderDoc *m_pDoc; ///< Not ref counted. This undoable should be in a list attached to the doc anyway.
- public:
- SidesListUndoable(const SidesList& newSL, CWorldBuilderDoc *pDoc);
- ~SidesListUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- };
- class DictItemUndoable : public Undoable
- {
- protected:
- Int m_numDictsToModify;
- std::vector<Dict*> m_dictToModify;
- std::vector<Dict> m_oldDictData;
- Dict m_newDictData;
- CWorldBuilderDoc *m_pDoc;
- Bool m_inval;
- NameKeyType m_key;
- public:
- static Dict buildSingleItemDict(AsciiString k, Dict::DataType t, AsciiString v);
- // if you want to just add/modify/remove a single dict item, pass the item's key.
- // if you want to substitute the entire contents of the new dict, pass NAMEKEY_INVALID.
- DictItemUndoable(Dict **d, Dict data, NameKeyType key, Int dictsToModify = 1, CWorldBuilderDoc *pDoc = NULL, Bool inval = false);
- // destructor.
- ~DictItemUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- };
- /// DeleteObjectUndoable
- /** An undoable that actually undoes something. Deletes an object. */
- // Helper class
- class DeleteInfo
- {
- public:
- DeleteInfo(MapObject *pObjToDelete);
- ~DeleteInfo(void);
- void DoDelete(WorldHeightMapEdit *pMap);
- void UndoDelete(WorldHeightMapEdit *pMap);
- public:
- Bool m_didDelete;
- MapObject *m_objectToDelete;
- MapObject *m_priorObject;
- DeleteInfo *m_next;
- };
- class DeleteObjectUndoable : public Undoable
- {
- protected:
- CWorldBuilderDoc *m_pDoc; ///< Not ref counted. This undoable should be in a list attached to the doc anyway.
- DeleteInfo *m_deleteList;
- public:
- DeleteObjectUndoable(CWorldBuilderDoc *pDoc);
- // destructor.
- ~DeleteObjectUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- };
- /// AddPolygonUndoable
- /** An undoable that actually undoes something. Adds a polygon. */
- class AddPolygonUndoable : public Undoable
- {
- protected:
- PolygonTrigger *m_trigger;
- Bool m_isTriggerInList;
- public:
- AddPolygonUndoable( PolygonTrigger *pTrig);
- // destructor.
- ~AddPolygonUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- };
- /// AddPolygonPointUndoable
- /** An undoable that actually undoes something. Adds a polygon. */
- class AddPolygonPointUndoable : public Undoable
- {
- protected:
- PolygonTrigger *m_trigger;
- ICoord3D m_point;
- public:
- AddPolygonPointUndoable(PolygonTrigger *pTrig, ICoord3D pt);
- // destructor.
- ~AddPolygonPointUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- };
- /// ModifyPolygonPointUndoable
- /** An undoable that actually undoes something. Modifys a polygon. */
- class ModifyPolygonPointUndoable : public Undoable
- {
- protected:
- PolygonTrigger *m_trigger;
- Int m_pointIndex;
- ICoord3D m_point;
- ICoord3D m_savPoint;
- public:
- ModifyPolygonPointUndoable(PolygonTrigger *pTrig, Int ndx);
- // destructor.
- ~ModifyPolygonPointUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- };
- /// MovePolygonUndoable
- /** An undoable that actually undoes something. Moves a polygon. */
- class MovePolygonUndoable : public Undoable
- {
- protected:
- PolygonTrigger *m_trigger;
- ICoord3D m_point;
- ICoord3D m_offset;
- public:
- MovePolygonUndoable(PolygonTrigger *pTrig);
- // destructor.
- ~MovePolygonUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- void SetOffset(const ICoord3D &offset);
- PolygonTrigger *getTrigger(void) {return m_trigger;}
- };
- /// InsertPolygonPointUndoable
- /** An undoable that actually undoes something. Inserts a polygon point. */
- class InsertPolygonPointUndoable : public Undoable
- {
- protected:
- PolygonTrigger *m_trigger;
- Int m_pointIndex;
- ICoord3D m_point;
- public:
- InsertPolygonPointUndoable(PolygonTrigger *pTrig, ICoord3D pt, Int ndx);
- // destructor.
- ~InsertPolygonPointUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- };
- /// DeletePolygonPointUndoable
- /** An undoable that actually undoes something. Deletes a polygon point. */
- class DeletePolygonPointUndoable : public Undoable
- {
- protected:
- PolygonTrigger *m_trigger;
- Int m_pointIndex;
- ICoord3D m_point;
- public:
- DeletePolygonPointUndoable(PolygonTrigger *pTrig, Int ndx);
- // destructor.
- ~DeletePolygonPointUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- };
- /// DeletePolygonUndoable
- /** An undoable that actually undoes something. Deletes a polygon. */
- class DeletePolygonUndoable : public Undoable
- {
- protected:
- PolygonTrigger *m_trigger;
- Bool m_isTriggerInList;
- public:
- DeletePolygonUndoable(PolygonTrigger *pTrig);
- // destructor.
- ~DeletePolygonUndoable(void);
- virtual void Do(void);
- virtual void Undo(void);
- };
- /// MultipleUndoable
- /**
- * An undoable that doesn't do anything; it just consolidates a number of other
- * Undoables in a single logical undo step.
- */
- class MultipleUndoable : public Undoable
- {
- protected:
- Undoable * m_undoableList; //< The head of the list of undoables, in the order they should be done. Reverse order for undoes
- public:
- MultipleUndoable();
- // destructor.
- ~MultipleUndoable(void);
- /** Add other undoables in the order you would want them UNdone; e.g. in the reverse order you want them done
- * The MultipleUndoable object will then own the pointers.
- */
- void addUndoable( Undoable * undoable );
- virtual void Do(void);
- virtual void Undo(void);
- virtual void Redo(void);
- };
- #endif //CUNDOABLE_H
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