Torque3D Documentation / _generateds / undoActions.cpp

undoActions.cpp

Engine/source/gui/worldEditor/undoActions.cpp

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Public Functions

ConsoleDocClass(InspectorFieldUndoAction , "@brief Inspector Field undo action <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">instance\n\n</a>" "Not intended <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> game development, <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> editors or internal use <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">only.\n\n</a> " " @internal" )
ConsoleDocClass(MECreateUndoAction , "@brief <a href="/coding/class/classmaterial/">Material</a> Editor create undo <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">instance\n\n</a>" "Not intended <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> game development, <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> editors or internal use <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">only.\n\n</a> " " @internal" )
ConsoleDocClass(MEDeleteUndoAction , "@brief <a href="/coding/class/classmaterial/">Material</a> Editor delete undo <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">instance\n\n</a>" "Not intended <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> game development, <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> editors or internal use <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">only.\n\n</a> " " @internal" )
DefineEngineMethod(MECreateUndoAction , addObject , void , (SimObject *obj) , "Add the object being created <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> an undo <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">action.\n</a>" "@param obj <a href="/coding/file/gizmo_8h/#gizmo_8h_1a10fcd3bee2ea25191e31795e36bdeba1a5df911aaca43421a25e32c3002befbc4">Object</a> being created you want <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> create the undo for." )
DefineEngineMethod(MEDeleteUndoAction , deleteObject , void , (SimObject *obj) , "Delete the object and add it <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the undo <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">action.\n</a>" "@param obj <a href="/coding/file/gizmo_8h/#gizmo_8h_1a10fcd3bee2ea25191e31795e36bdeba1a5df911aaca43421a25e32c3002befbc4">Object</a> <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> delete and add <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the undo action." )

Detailed Description

Public Functions

ConsoleDocClass(InspectorFieldUndoAction , "@brief Inspector Field undo action <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">instance\n\n</a>" "Not intended <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> game development, <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> editors or internal use <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">only.\n\n</a> " " @internal" )

ConsoleDocClass(MECreateUndoAction , "@brief <a href="/coding/class/classmaterial/">Material</a> Editor create undo <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">instance\n\n</a>" "Not intended <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> game development, <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> editors or internal use <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">only.\n\n</a> " " @internal" )

ConsoleDocClass(MEDeleteUndoAction , "@brief <a href="/coding/class/classmaterial/">Material</a> Editor delete undo <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">instance\n\n</a>" "Not intended <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> game development, <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> editors or internal use <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">only.\n\n</a> " " @internal" )

DefineEngineMethod(MECreateUndoAction , addObject , void , (SimObject *obj) , "Add the object being created <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> an undo <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">action.\n</a>" "@param obj <a href="/coding/file/gizmo_8h/#gizmo_8h_1a10fcd3bee2ea25191e31795e36bdeba1a5df911aaca43421a25e32c3002befbc4">Object</a> being created you want <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> create the undo for." )

DefineEngineMethod(MEDeleteUndoAction , deleteObject , void , (SimObject *obj) , "Delete the object and add it <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the undo <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">action.\n</a>" "@param obj <a href="/coding/file/gizmo_8h/#gizmo_8h_1a10fcd3bee2ea25191e31795e36bdeba1a5df911aaca43421a25e32c3002befbc4">Object</a> <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> delete and add <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the undo action." )

IMPLEMENT_CONOBJECT(InspectorFieldUndoAction )

IMPLEMENT_CONOBJECT(MECreateUndoAction )

IMPLEMENT_CONOBJECT(MEDeleteUndoAction )

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#include "platform/platform.h"
 25#include "gui/worldEditor/undoActions.h"
 26
 27#include "gui/editor/inspector/field.h"
 28#include "gui/editor/guiInspector.h"
 29#include "console/consoleTypes.h"
 30#include "console/engineAPI.h"
 31
 32
 33IMPLEMENT_CONOBJECT( MECreateUndoAction );
 34
 35ConsoleDocClass( MECreateUndoAction,
 36            "@brief Material Editor create undo instance\n\n"
 37            "Not intended for game development, for editors or internal use only.\n\n "
 38            "@internal");
 39
 40MECreateUndoAction::MECreateUndoAction( const UTF8* actionName )
 41   :  UndoAction( actionName )
 42{
 43}
 44
 45MECreateUndoAction::~MECreateUndoAction()
 46{
 47}
 48
 49void MECreateUndoAction::initPersistFields()
 50{
 51   Parent::initPersistFields();
 52}
 53
 54void MECreateUndoAction::addObject( SimObject *object )
 55{
 56   AssertFatal( object, "MECreateUndoAction::addObject() - Got null object!" );
 57
 58   mObjects.increment();
 59   mObjects.last().id = object->getId();
 60}
 61
 62DefineEngineMethod( MECreateUndoAction, addObject, void, ( SimObject* obj),,
 63   "Add the object being created to an undo action.\n"
 64   "@param obj Object being created you want to create the undo for.")
 65{
 66   if (obj)
 67      object->addObject( obj );
 68}
 69
 70void MECreateUndoAction::undo()
 71{
 72   for ( S32 i= mObjects.size()-1; i >= 0; i-- )
 73   {
 74      ObjectState &state = mObjects[i];
 75
 76      SimObject *object = Sim::findObject( state.id );
 77      if ( !object )
 78         continue;
 79
 80      // Save the state.
 81      if ( !state.memento.hasState() )
 82         state.memento.save( object );
 83
 84      // Store the group.
 85      SimGroup *group = object->getGroup();
 86      if ( group )
 87         state.groupId = group->getId();
 88
 89      // We got what we need... delete it.
 90      object->deleteObject();
 91   }
 92   
 93   Con::executef( this, "onUndone" );
 94}
 95
 96void MECreateUndoAction::redo()
 97{
 98   for ( S32 i=0; i < mObjects.size(); i++ )
 99   {
100      const ObjectState &state = mObjects[i];
101
102      // Create the object.
103      SimObject::setForcedId(state.id); // Restore the object's Id
104      SimObject *object = state.memento.restore();
105      if ( !object )
106         continue;
107
108      // Now restore its group.
109      SimGroup *group;
110      if ( Sim::findObject( state.groupId, group ) )
111         group->addObject( object );
112   }
113   
114   Con::executef( this, "onRedone" );
115}
116
117
118IMPLEMENT_CONOBJECT( MEDeleteUndoAction );
119
120ConsoleDocClass( MEDeleteUndoAction,
121            "@brief Material Editor delete undo instance\n\n"
122            "Not intended for game development, for editors or internal use only.\n\n "
123            "@internal");
124
125MEDeleteUndoAction::MEDeleteUndoAction( const UTF8 *actionName )
126   :  UndoAction( actionName )
127{
128}
129
130MEDeleteUndoAction::~MEDeleteUndoAction()
131{
132}
133
134void MEDeleteUndoAction::initPersistFields()
135{
136   Parent::initPersistFields();
137}
138
139void MEDeleteUndoAction::deleteObject( SimObject *object )
140{
141   AssertFatal( object, "MEDeleteUndoAction::deleteObject() - Got null object!" );
142   AssertFatal( object->isProperlyAdded(), 
143      "MEDeleteUndoAction::deleteObject() - Object should be registered!" );
144
145   mObjects.increment();
146   ObjectState& state = mObjects.last();
147
148   // Capture the object id.
149   state.id = object->getId();
150
151   // Save the state.
152   state.memento.save( object );
153
154   // Store the group.
155   SimGroup *group = object->getGroup();
156   if ( group )
157      state.groupId = group->getId();
158
159   //Do any special handling of delete actions the object may do
160   object->handleDeleteAction();
161
162   // Now delete the object.
163   object->deleteObject();
164}
165
166void MEDeleteUndoAction::deleteObject( const Vector<SimObject*> &objectList )
167{
168   for ( S32 i = 0; i < objectList.size(); i++ )
169      deleteObject( objectList[i] );
170}
171
172DefineEngineMethod( MEDeleteUndoAction, deleteObject, void, ( SimObject* obj),,
173   "Delete the object and add it to the undo action.\n"
174   "@param obj Object to delete and add to the undo action.")
175{
176   if (obj)
177      object->deleteObject( obj );
178}
179
180void MEDeleteUndoAction::undo()
181{
182   for ( S32 i= mObjects.size()-1; i >= 0; i-- )
183   {
184      const ObjectState &state = mObjects[i];
185
186      // Create the object.
187      SimObject::setForcedId(state.id); // Restore the object's Id
188      SimObject *object = state.memento.restore();
189      if ( !object )
190         continue;
191
192      // Now restore its group.
193      SimGroup *group;
194      if ( Sim::findObject( state.groupId, group ) )
195         group->addObject( object );
196   }
197   
198   Con::executef( this, "onUndone" );
199}
200
201void MEDeleteUndoAction::redo()
202{
203   for ( S32 i=0; i < mObjects.size(); i++ )
204   {
205      const ObjectState& state = mObjects[i];
206      SimObject *object = Sim::findObject( state.id );
207      if ( object )
208         object->deleteObject();
209   }
210   
211   Con::executef( this, "onRedone" );
212}
213
214IMPLEMENT_CONOBJECT( InspectorFieldUndoAction );
215
216ConsoleDocClass( InspectorFieldUndoAction,
217            "@brief Inspector Field undo action instance\n\n"
218            "Not intended for game development, for editors or internal use only.\n\n "
219            "@internal");
220
221InspectorFieldUndoAction::InspectorFieldUndoAction()
222{
223   mInspector = NULL;
224   mObjId = 0;
225   mField = NULL; 
226   mSlotName = StringTable->EmptyString();
227   mArrayIdx = StringTable->EmptyString();
228}
229
230InspectorFieldUndoAction::InspectorFieldUndoAction( const UTF8 *actionName )
231:  UndoAction( actionName )
232{
233   mInspector = NULL;
234   mObjId = 0;
235   mField = NULL; 
236   mSlotName = StringTable->EmptyString();
237   mArrayIdx = StringTable->EmptyString();
238}
239
240void InspectorFieldUndoAction::initPersistFields()
241{
242   addField( "inspectorGui", TYPEID< GuiInspector >(), Offset( mInspector, InspectorFieldUndoAction ) );
243   addField( "objectId", TypeS32, Offset( mObjId, InspectorFieldUndoAction ) );
244   addField( "fieldName", TypeString, Offset( mSlotName, InspectorFieldUndoAction ) );
245   addField( "fieldValue", TypeRealString, Offset( mData, InspectorFieldUndoAction ) );
246   addField( "arrayIndex", TypeString, Offset( mArrayIdx, InspectorFieldUndoAction ) );
247
248   Parent::initPersistFields();
249}
250
251void InspectorFieldUndoAction::undo()
252{
253   SimObject *obj = NULL;
254   if ( !Sim::findObject( mObjId, obj ) )
255      return;
256
257   if ( mArrayIdx && dStricmp( mArrayIdx, "(null)" ) == 0 )
258      mArrayIdx = NULL;
259
260   // Grab the current data.
261   String data = obj->getDataField( mSlotName, mArrayIdx );
262
263   // Call this to mirror the way field changes are done through the inspector.
264   obj->inspectPreApply();
265
266   // Restore the data from the UndoAction
267   obj->setDataField( mSlotName, mArrayIdx, mData.c_str() );   
268
269   // Call this to mirror the way field changes are done through the inspector.
270   obj->inspectPostApply();
271
272   // If the affected object is still being inspected,
273   // update the InspectorField to reflect the changed value.
274   if ( mInspector && mInspector->getNumInspectObjects() > 0 && mInspector->getInspectObject() == obj )
275      mInspector->updateFieldValue( mSlotName, mArrayIdx );
276
277   // Now save the previous data in this UndoAction
278   // since an undo action must become a redo action and vice-versa
279   mData = data;
280}
281