// // Copyright (c) 2014-2016 THUNDERBEAST GAMES 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. // #pragma once #include using namespace Atomic; namespace Atomic { class Node; } namespace AtomicEditor { class SceneEditor3D; class SelectionEditOp; class SceneEditHistory: public Object { ATOMIC_OBJECT(SceneEditHistory, Object); public: SceneEditHistory(Context* context, SceneEditor3D* sceneEditor); virtual ~SceneEditHistory(); void BeginSelectionEdit(); void EndSelectionEdit(bool begin = true); /// Removes a node from the edit history void RemoveNode(Node* node); void Undo(); void Redo(); private: void HandleSceneNodeSelected(StringHash eventType, VariantMap& eventData); void HandleSceneEditBegin(StringHash eventType, VariantMap& eventData); void HandleSceneEditEnd(StringHash eventType, VariantMap& eventData); void HandleSceneEditAddRemoveNodes(StringHash eventType, VariantMap& eventData); void HandleSceneEditNodeAdded(StringHash eventType, VariantMap& eventData); void HandleSceneEditNodeRemoved(StringHash eventType, VariantMap& eventData); void AddUndoOp(SelectionEditOp* op); WeakPtr sceneEditor_; SelectionEditOp* curSelEditOp_; PODVector undoHistory_; PODVector redoHistory_; bool addingRemovingNodes_; }; }