//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _FOREST_EDITOR_UNDO_H_ #define _FOREST_EDITOR_UNDO_H_ #ifndef _UNDO_H_ #include "util/undo.h" #endif #ifndef _FORESTITEM_H_ #include "forest/forestItem.h" #endif #ifndef __RESOURCE_H__ #include "core/resource.h" #endif class ForestData; class ForestEditorCtrl; class ForestUndoAction : public UndoAction { typedef UndoAction Parent; public: ForestUndoAction( const Resource &data, ForestEditorCtrl *editor, const char *description ); // UndoAction void undo() override {} void redo() override {} protected: ForestEditorCtrl *mEditor; Vector mItems; Resource mData; }; class ForestCreateUndoAction : public ForestUndoAction { typedef ForestUndoAction Parent; public: ForestCreateUndoAction( const Resource &data, ForestEditorCtrl *editor ); /// Adds the item to the Forest and stores /// its info for undo later. void addItem( ForestItemData *data, const Point3F &position, F32 rotation, F32 scale ); // UndoAction void undo() override; void redo() override; }; class ForestDeleteUndoAction : public ForestUndoAction { typedef ForestUndoAction Parent; public: ForestDeleteUndoAction( const Resource &data, ForestEditorCtrl *editor ); /// void removeItem( const ForestItem &item ); void removeItem( const Vector &itemList ); // UndoAction void undo() override; void redo() override; }; class ForestUpdateAction : public ForestUndoAction { typedef ForestUndoAction Parent; public: ForestUpdateAction( const Resource &data, ForestEditorCtrl *editor ); void saveItem( const ForestItem &item ); void undo() override { _swapState(); } void redo() override { _swapState(); } protected: void _swapState(); }; #endif // _FOREST_EDITOR_UNDO_H_