some modifications to ctrl+z/ctrl+y
allows infinite undoing / redoing, improvements when history limit is greater than one
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parent
95d2014724
commit
25a2d9b5b5
@ -233,18 +233,18 @@ void GameController::HistoryRestore()
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{
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{
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std::deque<Snapshot*> history = gameModel->GetHistory();
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std::deque<Snapshot*> history = gameModel->GetHistory();
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unsigned int historyPosition = gameModel->GetHistoryPosition();
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unsigned int historyPosition = gameModel->GetHistoryPosition();
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if(historyPosition > 0 && historyPosition <= history.size())
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unsigned int newHistoryPosition = std::max((int)historyPosition-1, 0);
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// When undoing, save the current state as a final redo
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// This way ctrl+y will always bring you back to the point right before your last ctrl+z
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if (historyPosition == history.size())
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{
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{
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if (historyPosition == history.size())
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Snapshot * newSnap = gameModel->GetSimulation()->CreateSnapshot();
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{
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gameModel->SetRedoHistory(newSnap);
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Snapshot * newSnap = gameModel->GetSimulation()->CreateSnapshot();
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history.push_back(newSnap);
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}
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Snapshot * snap = history[historyPosition - 1];
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gameModel->GetSimulation()->Restore(*snap);
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gameModel->SetHistory(history);
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gameModel->SetHistoryPosition(historyPosition - 1);
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}
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}
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Snapshot * snap = history[newHistoryPosition];
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gameModel->GetSimulation()->Restore(*snap);
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gameModel->SetHistory(history);
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gameModel->SetHistoryPosition(newHistoryPosition);
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}
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}
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void GameController::HistorySnapshot()
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void GameController::HistorySnapshot()
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@ -252,7 +252,7 @@ void GameController::HistorySnapshot()
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std::deque<Snapshot*> history = gameModel->GetHistory();
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std::deque<Snapshot*> history = gameModel->GetHistory();
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unsigned int historyPosition = gameModel->GetHistoryPosition();
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unsigned int historyPosition = gameModel->GetHistoryPosition();
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Snapshot * newSnap = gameModel->GetSimulation()->CreateSnapshot();
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Snapshot * newSnap = gameModel->GetSimulation()->CreateSnapshot();
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if(newSnap)
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if (newSnap)
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{
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{
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while (historyPosition < history.size())
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while (historyPosition < history.size())
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{
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{
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@ -260,20 +260,17 @@ void GameController::HistorySnapshot()
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history.pop_back();
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history.pop_back();
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delete snap;
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delete snap;
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}
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}
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if(history.size() >= 1) //History limit is current 1
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if (history.size() >= 1)
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{
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{
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Snapshot * snap = history.front();
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Snapshot * snap = history.front();
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history.pop_front();
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history.pop_front();
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//snap->Particles.clear();
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delete snap;
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delete snap;
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if (historyPosition > history.size())
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if (historyPosition > history.size())
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{
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historyPosition--;
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historyPosition--;
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}
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}
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}
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history.push_back(newSnap);
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history.push_back(newSnap);
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gameModel->SetHistory(history);
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gameModel->SetHistory(history);
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gameModel->SetHistoryPosition(historyPosition + 1);
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gameModel->SetHistoryPosition(std::min((size_t)historyPosition+1, history.size()));
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}
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}
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}
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}
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@ -281,12 +278,16 @@ void GameController::HistoryForward()
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{
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{
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std::deque<Snapshot*> history = gameModel->GetHistory();
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std::deque<Snapshot*> history = gameModel->GetHistory();
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unsigned int historyPosition = gameModel->GetHistoryPosition();
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unsigned int historyPosition = gameModel->GetHistoryPosition();
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if(historyPosition < history.size() - 1)
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unsigned int newHistoryPosition = std::min((size_t)historyPosition+1, history.size());
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{
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Snapshot *snap;
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Snapshot * snap = history[historyPosition + 1];
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if (newHistoryPosition == history.size())
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gameModel->GetSimulation()->Restore(*snap);
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snap = gameModel->GetRedoHistory();
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gameModel->SetHistoryPosition(historyPosition + 1);
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else
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}
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snap = history[newHistoryPosition];
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if (!snap)
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return;
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gameModel->GetSimulation()->Restore(*snap);
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gameModel->SetHistoryPosition(newHistoryPosition);
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}
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}
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GameView * GameController::GetView()
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GameView * GameController::GetView()
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@ -28,6 +28,7 @@ GameModel::GameModel():
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currentFile(NULL),
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currentFile(NULL),
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currentUser(0, ""),
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currentUser(0, ""),
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toolStrength(1.0f),
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toolStrength(1.0f),
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redoHistory(NULL),
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historyPosition(0),
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historyPosition(0),
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activeColourPreset(0),
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activeColourPreset(0),
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colourSelector(false),
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colourSelector(false),
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@ -440,6 +441,16 @@ void GameModel::SetHistoryPosition(unsigned int newHistoryPosition)
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historyPosition = newHistoryPosition;
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historyPosition = newHistoryPosition;
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}
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}
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Snapshot * GameModel::GetRedoHistory()
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{
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return redoHistory;
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}
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void GameModel::SetRedoHistory(Snapshot * redo)
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{
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redoHistory = redo;
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}
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void GameModel::SetVote(int direction)
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void GameModel::SetVote(int direction)
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{
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{
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if(currentSave)
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if(currentSave)
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@ -65,6 +65,7 @@ private:
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User currentUser;
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User currentUser;
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float toolStrength;
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float toolStrength;
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std::deque<Snapshot*> history;
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std::deque<Snapshot*> history;
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Snapshot *redoHistory;
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unsigned int historyPosition;
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unsigned int historyPosition;
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size_t activeColourPreset;
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size_t activeColourPreset;
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@ -133,6 +134,8 @@ public:
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unsigned int GetHistoryPosition();
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unsigned int GetHistoryPosition();
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void SetHistory(std::deque<Snapshot*> newHistory);
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void SetHistory(std::deque<Snapshot*> newHistory);
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void SetHistoryPosition(unsigned int newHistoryPosition);
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void SetHistoryPosition(unsigned int newHistoryPosition);
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Snapshot * GetRedoHistory();
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void SetRedoHistory(Snapshot * redo);
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void UpdateQuickOptions();
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void UpdateQuickOptions();
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