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70 lines
2.6 KiB
C++
70 lines
2.6 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#ifndef PREEMPTIVE_UNDO_CACHE_H
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#define PREEMPTIVE_UNDO_CACHE_H
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#include <AzCore/base.h>
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#include <AzCore/Memory/SystemAllocator.h>
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#include <AzCore/Component/EntityId.h>
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzCore/std/containers/unordered_map.h>
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#include <AzToolsFramework/Undo/UndoCacheInterface.h>
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// Enable to generate warnings for entity data changes not caught by undo batches.
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#if defined(AZ_DEBUG_BUILD) && !defined(ENABLE_UNDOCACHE_CONSISTENCY_CHECKS)
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# define ENABLE_UNDOCACHE_CONSISTENCY_CHECKS
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#endif
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namespace AzToolsFramework
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{
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// The purpose of the pre-emptive Undo Cache is to keep a snapshot of the last known state of any undoable objects
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// so that the user does not have to inform us before they make a change, only after they make a change
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// it also allows us to detect errors with change notification and not have to do multiple snapshots (before and after)
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class PreemptiveUndoCache
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: UndoSystem::UndoCacheInterface
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{
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public:
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AZ_CLASS_ALLOCATOR(PreemptiveUndoCache, AZ::SystemAllocator, 0);
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static PreemptiveUndoCache* Get();
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PreemptiveUndoCache();
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~PreemptiveUndoCache();
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void RegisterToUndoCacheInterface();
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// UndoCacheInterface...
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void UpdateCache(const AZ::EntityId& entityId) override;
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void PurgeCache(const AZ::EntityId& entityId) override;
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void Clear() override;
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void Validate(const AZ::EntityId& entityId) override;
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// whenever an entity appears in the world, as an atomic operation (ie, after all of its loading is complete, and the entity is active)
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// we snapshot it here. then, whenever an entity changes, we have what it used to be.
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typedef AZStd::vector<AZ::u8> CacheLineType;
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// retrieve the last known state for an entity
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const CacheLineType& Retrieve(const AZ::EntityId& entityId);
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protected:
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typedef AZStd::unordered_map<AZ::EntityId, CacheLineType> EntityStateMap;
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EntityStateMap m_EntityStateMap;
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CacheLineType m_Empty;
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};
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} // namespace AzToolsFramework
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#pragma once
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#endif
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