Undo / Redo fixes

This commit is contained in:
bubnikv 2019-07-05 19:06:19 +02:00
parent 6a3fc5bde3
commit 4e2fda3315
11 changed files with 151 additions and 89 deletions

View file

@ -29,6 +29,12 @@ struct Snapshot
bool operator< (const Snapshot &rhs) const { return this->timestamp < rhs.timestamp; }
bool operator==(const Snapshot &rhs) const { return this->timestamp == rhs.timestamp; }
// The topmost snapshot represents the current state when going forward.
bool is_topmost() const;
// The topmost snapshot is not being serialized to the Undo / Redo stack until going back in time,
// when the top most state is being serialized, so we can redo back to the top most state.
bool is_topmost_captured() const { assert(this->is_topmost()); return model_id > 0; }
};
// Excerpt of Slic3r::GUI::Selection for serialization onto the Undo / Redo stack.
@ -44,25 +50,33 @@ class Stack
{
public:
// Stack needs to be initialized. An empty stack is not valid, there must be a "New Project" status stored at the beginning.
// The first "New Project" snapshot shall not be removed.
Stack();
~Stack();
// The Undo / Redo stack is being initialized with an empty model and an empty selection.
// The first snapshot cannot be removed.
void initialize(const Slic3r::Model &model, const Slic3r::GUI::Selection &selection);
// Store the current application state onto the Undo / Redo stack, remove all snapshots after m_active_snapshot_time.
void take_snapshot(const std::string &snapshot_name, const Slic3r::Model &model, const Slic3r::GUI::Selection &selection);
void load_snapshot(size_t timestamp, Slic3r::Model &model);
// To be queried to enable / disable the Undo / Redo buttons at the UI.
bool has_undo_snapshot() const;
bool has_redo_snapshot() const;
// Undoing an action may need to take a snapshot of the current application state.
bool undo(Slic3r::Model &model, const Slic3r::GUI::Selection &selection);
bool redo(Slic3r::Model &model);
// Roll back the time. If time_to_load is SIZE_MAX, the previous snapshot is activated.
// Undoing an action may need to take a snapshot of the current application state, so that redo to the current state is possible.
bool undo(Slic3r::Model &model, const Slic3r::GUI::Selection &selection, size_t time_to_load = SIZE_MAX);
// Jump forward in time. If time_to_load is SIZE_MAX, the next snapshot is activated.
bool redo(Slic3r::Model &model, size_t time_to_load = SIZE_MAX);
// Snapshot history (names with timestamps).
// Each snapshot indicates start of an interval in which this operation is performed.
// There is one additional snapshot taken at the very end, which indicates the current unnamed state.
const std::vector<Snapshot>& snapshots() const;
// Timestamp of the active snapshot. One of the snapshots of this->snapshots() shall have Snapshot::timestamp equal to this->active_snapshot_time().
// The snapshot time indicates start of an operation, which is finished at the time of the following snapshot, therefore
// the active snapshot is the successive snapshot. The same logic applies to the time_to_load parameter of undo() and redo() operations.
size_t active_snapshot_time() const;
// After load_snapshot() / undo() / redo() the selection is deserialized into a list of ObjectIDs, which needs to be converted
// into the list of GLVolume pointers once the 3D scene is updated.