466 lines
12 KiB
C++
466 lines
12 KiB
C++
|
/*
|
||
|
** Command & Conquer Renegade(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/>.
|
||
|
*/
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
|
||
|
***********************************************************************************************
|
||
|
* *
|
||
|
* Project Name : LevelEdit *
|
||
|
* *
|
||
|
* $Archive:: /Commando/Code/Tools/LevelEdit/UndoMgr.cpp $*
|
||
|
* *
|
||
|
* Author:: Patrick Smith *
|
||
|
* *
|
||
|
* $Modtime:: 4/19/01 11:34a $*
|
||
|
* *
|
||
|
* $Revision:: 9 $*
|
||
|
* *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* Functions: *
|
||
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||
|
|
||
|
|
||
|
#include "stdafx.h"
|
||
|
#include "undomgr.h"
|
||
|
#include "utils.h"
|
||
|
#include "nodemgr.h"
|
||
|
#include "node.h"
|
||
|
#include "leveleditdoc.h"
|
||
|
#include "leveleditview.h"
|
||
|
#include "mover.h"
|
||
|
#include "zonenode.h"
|
||
|
#include "damagezonenode.h"
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Local constants
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
const LPCTSTR OPERATION_NAMES[OPERATION_COUNT] =
|
||
|
{
|
||
|
"Move",
|
||
|
"Rotate",
|
||
|
"Delete",
|
||
|
"Resize"
|
||
|
};
|
||
|
|
||
|
|
||
|
//**************************************************************************************************************//
|
||
|
//
|
||
|
// Start of UndoMgrClass
|
||
|
//
|
||
|
//**************************************************************************************************************//
|
||
|
|
||
|
|
||
|
///////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Free_Buffer_List
|
||
|
//
|
||
|
///////////////////////////////////////////////////////////
|
||
|
void
|
||
|
UndoMgrClass::Free_Buffer_List (void)
|
||
|
{
|
||
|
// Free each buffer in our array
|
||
|
for (int index = 0; index < m_iCurrentBuffer; index ++) {
|
||
|
SAFE_DELETE (m_pBuffers[index]);
|
||
|
}
|
||
|
|
||
|
// Reset the current index
|
||
|
m_iCurrentBuffer = 0;
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
///////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Begin_Operation
|
||
|
//
|
||
|
///////////////////////////////////////////////////////////
|
||
|
void
|
||
|
UndoMgrClass::Begin_Operation
|
||
|
(
|
||
|
OPERATION_TYPE type,
|
||
|
const NODE_LIST &nodes_affected
|
||
|
)
|
||
|
{
|
||
|
UndoBufferClass *pbuffer = new UndoBufferClass;
|
||
|
ASSERT (pbuffer != NULL);
|
||
|
if (pbuffer != NULL) {
|
||
|
|
||
|
// Pass the identifcation information onto the new buffer
|
||
|
pbuffer->Set_Operation_Type (type);
|
||
|
pbuffer->Set_ID (m_dwNextOperationID++);
|
||
|
|
||
|
// Capture the current state of the world in the buffer
|
||
|
switch (type)
|
||
|
{
|
||
|
case OPERATION_MOVE:
|
||
|
case OPERATION_ROTATE:
|
||
|
{
|
||
|
// Record the positions and orientations of the nodes
|
||
|
pbuffer->Capture_Position (nodes_affected);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case OPERATION_DELETE:
|
||
|
{
|
||
|
// Make 'backups' of the node that will be deleted
|
||
|
pbuffer->Capture_Existence (nodes_affected);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case OPERATION_RESIZE:
|
||
|
{
|
||
|
// Record the width, height, and depth of the nodes
|
||
|
pbuffer->Capture_Dimensions (nodes_affected);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Push this undo buffer onto the end of our 'stack'
|
||
|
Push_Buffer (pbuffer);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
///////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Push_Buffer
|
||
|
//
|
||
|
///////////////////////////////////////////////////////////
|
||
|
void
|
||
|
UndoMgrClass::Push_Buffer (UndoBufferClass *pbuffer)
|
||
|
{
|
||
|
// Param OK?
|
||
|
ASSERT (pbuffer != NULL);
|
||
|
if (pbuffer != NULL) {
|
||
|
|
||
|
// Can we just add the buffer onto the end of the array?
|
||
|
if (m_iCurrentBuffer < UNDO_LEVELS) {
|
||
|
m_pBuffers[m_iCurrentBuffer++] = pbuffer;
|
||
|
} else {
|
||
|
|
||
|
// Push the first entry off the list and move everything else down a position
|
||
|
SAFE_DELETE (m_pBuffers[0]);
|
||
|
::memmove (&m_pBuffers[0], &m_pBuffers[1], sizeof (UndoBufferClass *) * (UNDO_LEVELS - 1));
|
||
|
|
||
|
// Now simply add the buffer to the end of the array
|
||
|
m_iCurrentBuffer = UNDO_LEVELS;
|
||
|
m_pBuffers[m_iCurrentBuffer-1] = pbuffer;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Get_Next_Undo_Name
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////
|
||
|
LPCTSTR
|
||
|
UndoMgrClass::Get_Next_Undo_Name (void) const
|
||
|
{
|
||
|
LPCTSTR pundo_name = NULL;
|
||
|
|
||
|
// If we have an undo stack, then return the name of the topmost buffer
|
||
|
if (m_iCurrentBuffer > 0) {
|
||
|
pundo_name = m_pBuffers[m_iCurrentBuffer - 1]->Get_Operation_Name ();
|
||
|
}
|
||
|
|
||
|
// Return the undo name
|
||
|
return pundo_name;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Perform_Undo
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////
|
||
|
void
|
||
|
UndoMgrClass::Perform_Undo (int ilevels)
|
||
|
{
|
||
|
// Loop through the undo levels and restore the world state at each...
|
||
|
int imin_index = ::max((m_iCurrentBuffer - ilevels), 0);
|
||
|
for (int index = (m_iCurrentBuffer - 1); index >= imin_index; index --) {
|
||
|
|
||
|
// Undo this level
|
||
|
m_pBuffers[index]->Restore_State ();
|
||
|
SAFE_DELETE (m_pBuffers[index]);
|
||
|
m_iCurrentBuffer --;
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//**************************************************************************************************************//
|
||
|
//
|
||
|
// End of UndoMgrClass
|
||
|
//
|
||
|
//**************************************************************************************************************//
|
||
|
|
||
|
//**************************************************************************************************************//
|
||
|
//
|
||
|
// Start of UndoBufferClass
|
||
|
//
|
||
|
//**************************************************************************************************************//
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// operator=
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////
|
||
|
const UndoBufferClass::NodeStateClass &
|
||
|
UndoBufferClass::NodeStateClass::operator= (const NodeStateClass &src)
|
||
|
{
|
||
|
MEMBER_ADD (node_ptr, src.node_ptr);
|
||
|
transform = src.transform;
|
||
|
dimensions = src.dimensions;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// ~NodeStateClass
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////
|
||
|
UndoBufferClass::NodeStateClass::~NodeStateClass (void)
|
||
|
{
|
||
|
MEMBER_RELEASE (node_ptr);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Capture_Dimensions
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////
|
||
|
void
|
||
|
UndoBufferClass::Capture_Dimensions (const NODE_LIST &node_list)
|
||
|
{
|
||
|
// Loop through all the nodes in the list and copy their dimensions
|
||
|
for (int index = 0; index < node_list.Count (); index ++) {
|
||
|
|
||
|
NodeClass *node = node_list[index];
|
||
|
if (node != NULL) {
|
||
|
|
||
|
//
|
||
|
// This operation only applies to zones. Is this a zone?
|
||
|
//
|
||
|
if ( node->Get_Type () == NODE_TYPE_ZONE ||
|
||
|
node->Get_Type () == NODE_TYPE_DAMAGE_ZONE)
|
||
|
{
|
||
|
Box3DClass *box = NULL;
|
||
|
|
||
|
if (node->Get_Type () == NODE_TYPE_ZONE) {
|
||
|
ZoneNodeClass *zone = (ZoneNodeClass *)node;
|
||
|
box = zone->Get_Box ();
|
||
|
} else {
|
||
|
DamageZoneNodeClass *zone = (DamageZoneNodeClass *)node;
|
||
|
box = zone->Get_Box ();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Copy the node's dimensions
|
||
|
//
|
||
|
NodeStateClass state;
|
||
|
MEMBER_ADD (state.node_ptr, node);
|
||
|
state.dimensions = box->Get_Dimensions ();
|
||
|
state.transform = node->Get_Transform ();
|
||
|
|
||
|
//
|
||
|
// Add this state information to our list
|
||
|
//
|
||
|
m_StateList.Add (state);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Capture_Existence
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////
|
||
|
void
|
||
|
UndoBufferClass::Capture_Existence (const NODE_LIST &node_list)
|
||
|
{
|
||
|
// Loop through all the nodes in the list and copy their pointers
|
||
|
for (int index = 0; index < node_list.Count (); index ++) {
|
||
|
|
||
|
NodeClass *node = node_list[index];
|
||
|
if (node != NULL && node->Get_Type () != NODE_TYPE_WAYPOINT) {
|
||
|
|
||
|
// Store this node in our state manager
|
||
|
NodeStateClass state;
|
||
|
MEMBER_ADD (state.node_ptr, node);
|
||
|
|
||
|
// Add this state information to our list
|
||
|
m_StateList.Add (state);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Capture_Position
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////
|
||
|
void
|
||
|
UndoBufferClass::Capture_Position (const NODE_LIST &node_list)
|
||
|
{
|
||
|
// Loop through all the nodes in the list and copy their position information
|
||
|
for (int index = 0; index < node_list.Count (); index ++) {
|
||
|
|
||
|
NodeClass *node = node_list[index];
|
||
|
if (node != NULL) {
|
||
|
|
||
|
// Copy the node's state information
|
||
|
NodeStateClass state;
|
||
|
MEMBER_ADD (state.node_ptr, node);
|
||
|
state.transform = node->Get_Transform ();
|
||
|
|
||
|
// Add this state information to our list
|
||
|
m_StateList.Add (state);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Restore_State
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////
|
||
|
void
|
||
|
UndoBufferClass::Restore_State (void)
|
||
|
{
|
||
|
// Turn painting off
|
||
|
CLevelEditView::Allow_Repaint (false);
|
||
|
|
||
|
//
|
||
|
// Loop through all the entries in our state list,
|
||
|
// and restore their state
|
||
|
//
|
||
|
for (int index = 0; index < m_StateList.Count (); index ++) {
|
||
|
|
||
|
// Alias the state structure
|
||
|
NodeStateClass &state = m_StateList[index];
|
||
|
|
||
|
// What type of undo operation is this?
|
||
|
switch (m_Type)
|
||
|
{
|
||
|
case OPERATION_MOVE:
|
||
|
case OPERATION_ROTATE:
|
||
|
{
|
||
|
//
|
||
|
// Reset this node's position and orientation
|
||
|
//
|
||
|
if (state.node_ptr != NULL) {
|
||
|
state.node_ptr->Set_Transform (state.transform);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case OPERATION_RESIZE:
|
||
|
{
|
||
|
NodeClass *node = state.node_ptr;
|
||
|
ASSERT (node != NULL);
|
||
|
|
||
|
//
|
||
|
// This operation only applies to zones, so if
|
||
|
// this node is a zone, then resize it.
|
||
|
//
|
||
|
if ( node->Get_Type () == NODE_TYPE_ZONE ||
|
||
|
node->Get_Type () == NODE_TYPE_DAMAGE_ZONE)
|
||
|
{
|
||
|
Box3DClass *box = NULL;
|
||
|
|
||
|
if (node->Get_Type () == NODE_TYPE_ZONE) {
|
||
|
ZoneNodeClass *zone = (ZoneNodeClass *)node;
|
||
|
box = zone->Get_Box ();
|
||
|
} else {
|
||
|
DamageZoneNodeClass *zone = (DamageZoneNodeClass *)node;
|
||
|
box = zone->Get_Box ();
|
||
|
}
|
||
|
|
||
|
ASSERT (box != NULL);
|
||
|
box->Set_Dimensions (state.dimensions);
|
||
|
node->Set_Transform (state.transform);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case OPERATION_DELETE:
|
||
|
{
|
||
|
// Add the 'deleted' node back into the world
|
||
|
ASSERT (state.node_ptr != NULL);
|
||
|
if (state.node_ptr != NULL) {
|
||
|
::Get_Scene_Editor ()->Add_Node (state.node_ptr);
|
||
|
state.node_ptr->On_Restore ();
|
||
|
state.node_ptr->Hide (false);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Ensure the main view is updated
|
||
|
::Refresh_Main_View ();
|
||
|
|
||
|
// Turn painting back on
|
||
|
CLevelEditView::Allow_Repaint (true);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Get_Operation_Name
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////
|
||
|
LPCTSTR
|
||
|
UndoBufferClass::Get_Operation_Name (void)
|
||
|
{
|
||
|
return OPERATION_NAMES[m_Type];
|
||
|
}
|
||
|
|
||
|
|
||
|
//**************************************************************************************************************//
|
||
|
//
|
||
|
// End of UndoBufferClass
|
||
|
//
|
||
|
//**************************************************************************************************************//
|