//----------------------------------------------------------------------------- // 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 _GUI_WORLDEDITOR_UNDOACTIONS_H_ #define _GUI_WORLDEDITOR_UNDOACTIONS_H_ #ifndef _UNDO_H_ #include "util/undo.h" #endif #ifndef _CONSOLE_SIMOBJECTMEMENTO_H_ #include "console/simObjectMemento.h" #endif // Need full definition visible for SimObjectPtr #include "gui/editor/inspector/field.h" class GuiInspector; class MECreateUndoAction : public UndoAction { typedef UndoAction Parent; protected: struct ObjectState { /// The object we created and will delete in undo. SimObjectId id; /// The captured object state. SimObjectMemento memento; /// Keep track of the parent group. SimObjectId groupId; }; /// All the objects that were created. Vector mObjects; public: DECLARE_CONOBJECT( MECreateUndoAction ); static void initPersistFields(); MECreateUndoAction( const UTF8* actionName = " " ); virtual ~MECreateUndoAction(); void addObject( SimObject *object ); // UndoAction virtual void undo(); virtual void redo(); }; class MEDeleteUndoAction : public UndoAction { typedef UndoAction Parent; protected: struct ObjectState { /// The object we deleted and will restore in undo. SimObjectId id; /// The captured object state. SimObjectMemento memento; /// Keep track of the parent group. SimObjectId groupId; }; /// All the objects we're deleting. Vector mObjects; public: DECLARE_CONOBJECT( MEDeleteUndoAction ); static void initPersistFields(); MEDeleteUndoAction( const UTF8* actionName = "Delete Object" ); virtual ~MEDeleteUndoAction(); /// void deleteObject( SimObject *object ); void deleteObject( const Vector &objectList ); // UndoAction virtual void undo(); virtual void redo(); }; class InspectorFieldUndoAction : public UndoAction { typedef UndoAction Parent; public: InspectorFieldUndoAction(); InspectorFieldUndoAction( const UTF8* actionName ); DECLARE_CONOBJECT( InspectorFieldUndoAction ); static void initPersistFields(); GuiInspector *mInspector; SimObjectId mObjId; SimObjectPtr mField; StringTableEntry mSlotName; StringTableEntry mArrayIdx; String mData; // UndoAction virtual void undo(); virtual void redo() { undo(); } }; #endif // _GUI_WORLDEDITOR_UNDOACTIONS_H_