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98 lines
2.9 KiB
C++
98 lines
2.9 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/std/string/string.h>
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#include <AzCore/std/containers/vector.h>
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struct UiAnimUndoObject;
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class UiAnimUndoStep;
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struct IUndoManagerListener;
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class UndoStack;
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/*!
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* UiAnimUndoManager is keeping and operating on UiAnimUndo class instances.
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*/
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class UiAnimUndoManager
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{
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public:
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UiAnimUndoManager();
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~UiAnimUndoManager();
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//! Begin operation requiring undo.
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//! Undo manager enters holding state.
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void Begin();
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//! Restore all undo objects registered since last Begin call.
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//! @param bUndo if true all Undo object registered up to this point will be undone.
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void Restore(bool bUndo = true);
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//! Accept changes and registers an undo object with the undo manager.
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//! This will allow the user to undo the operation.
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void Accept(const AZStd::string& name);
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//! Cancel changes and restore undo objects.
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void Cancel();
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//! Temporarily suspends recording of undo.
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void Suspend();
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//! Resume recording if was suspended.
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void Resume();
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// Undo last operation.
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void Undo();
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//! Redo last undo.
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void Redo();
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void RedoStep(UiAnimUndoStep* step);
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void UndoStep(UiAnimUndoStep* step);
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//! Check if undo information is recording now.
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bool IsUndoRecording() const;
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//////////////////////////////////////////////////////////////////////////
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bool IsUndoSuspended() const;
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//! Put new undo object, must be called between Begin and Accept/Cancel methods.
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void RecordUndo(UiAnimUndoObject* obj);
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//! Completly flush all Undo and redo buffers.
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//! Must be done on level reloads or global Fetch operation.
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void Flush();
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void AddListener(IUndoManagerListener* pListener);
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void RemoveListener(IUndoManagerListener* pListener);
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void SetActiveUndoStack(UndoStack* undoStack);
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UndoStack* GetActiveUndoStack() const;
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// Get the active UiAnimUndoManager (if any). The active undo manager
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static UiAnimUndoManager* Get();
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private: // ---------------------------------------------------------------
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void BeginUndoTransaction();
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void EndUndoTransaction();
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void BeginRestoreTransaction();
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void EndRestoreTransaction();
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static UiAnimUndoManager* s_instance;
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UndoStack* m_uiUndoStack;
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bool m_bRecording;
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int m_suspendCount;
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bool m_bUndoing;
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bool m_bRedoing;
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UiAnimUndoStep* m_currentUndo;
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AZStd::vector<IUndoManagerListener*> m_listeners;
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};
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