123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355 |
- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Reflection;
- using System.Collections.Generic;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- namespace OpenSim.Region.Framework.Scenes
- {
- public class UndoState
- {
- const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
- public ObjectChangeData data;
- public DateTime creationtime;
- /// <summary>
- /// Constructor.
- /// </summary>
- /// <param name="part"></param>
- /// <param name="change">bit field with what is changed</param>
- ///
- public UndoState(SceneObjectPart part, ObjectChangeType change)
- {
- data = new ObjectChangeData();
- data.change = change;
- creationtime = DateTime.UtcNow;
- SceneObjectGroup sog = part.ParentGroup;
- if (sog.RootPart == part)
- {
- if ((change & ObjectChangeType.Position) != 0)
- data.position = sog.IsAttachment ? part.AttachedPos : sog.AbsolutePosition;
- if ((change & ObjectChangeType.Rotation) != 0)
- data.rotation = part.RotationOffset;
- if ((change & ObjectChangeType.Scale) != 0)
- data.scale = part.Shape.Scale;
- }
- else
- {
- if ((change & ObjectChangeType.Position) != 0)
- data.position = part.OffsetPosition;
- if ((change & ObjectChangeType.Rotation) != 0)
- data.rotation = part.RotationOffset;
- if ((change & ObjectChangeType.Scale) != 0)
- data.scale = part.Shape.Scale;
- }
- }
- /// <summary>
- /// check if undo or redo is too old
- /// </summary>
- public bool checkExpire()
- {
- TimeSpan t = DateTime.UtcNow - creationtime;
- if (t.Seconds > UNDOEXPIRESECONDS)
- return true;
- return false;
- }
- /// <summary>
- /// updates undo or redo creation time to now
- /// </summary>
- public void updateExpire()
- {
- creationtime = DateTime.UtcNow;
- }
- /// <summary>
- /// Compare the relevant state in the given part to this state.
- /// </summary>
- /// <param name="part"></param>
- /// <returns>true what fiels and related data are equal, False otherwise.</returns>
- ///
- public bool Compare(SceneObjectPart part, ObjectChangeType change)
- {
- if (data.change != change) // if diferent targets, then they are diferent
- return false;
- if (part != null)
- {
- if (part.ParentID == 0)
- {
- if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
- return false;
- }
- else
- {
- if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
- return false;
- }
- if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
- return false;
- if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
- return false;
- return true;
- }
- return false;
- }
- /// <summary>
- /// executes the undo or redo to a part or its group
- /// </summary>
- /// <param name="part"></param>
- ///
- public void PlayState(SceneObjectPart part)
- {
- part.Undoing = true;
- SceneObjectGroup grp = part.ParentGroup;
- if (grp != null)
- {
- grp.doChangeObject(part, data);
- }
- part.Undoing = false;
- }
- }
- public class UndoRedoState
- {
- int size;
- public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
- public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
- /// <summary>
- /// creates a new UndoRedoState with default states memory size
- /// </summary>
- public UndoRedoState()
- {
- size = 5;
- }
- /// <summary>
- /// creates a new UndoRedoState with states memory having indicated size
- /// </summary>
- /// <param name="size"></param>
- public UndoRedoState(int _size)
- {
- if (_size < 3)
- size = 3;
- else
- size = _size;
- }
- /// <summary>
- /// returns number of undo entries in memory
- /// </summary>
- public int Count
- {
- get { return m_undo.Count; }
- }
- /// <summary>
- /// clears all undo and redo entries
- /// </summary>
- public void Clear()
- {
- m_undo.Clear();
- m_redo.Clear();
- }
- /// <summary>
- /// adds a new state undo to part or its group, with changes indicated by what bits
- /// </summary>
- /// <param name="part"></param>
- /// <param name="change">bit field with what is changed</param>
- public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
- {
- lock (m_undo)
- {
- UndoState last;
- if (m_redo.Count > 0) // last code seems to clear redo on every new undo
- {
- m_redo.Clear();
- }
- if (m_undo.Count > 0)
- {
- // check expired entry
- last = m_undo.First.Value;
- if (last != null && last.checkExpire())
- m_undo.Clear();
- else
- {
- // see if we actually have a change
- if (last != null)
- {
- if (last.Compare(part, change))
- return;
- }
- }
- }
- // limite size
- while (m_undo.Count >= size)
- m_undo.RemoveLast();
- UndoState nUndo = new UndoState(part, change);
- m_undo.AddFirst(nUndo);
- }
- }
- /// <summary>
- /// executes last state undo to part or its group
- /// current state is pushed into redo
- /// </summary>
- /// <param name="part"></param>
- public void Undo(SceneObjectPart part)
- {
- lock (m_undo)
- {
- UndoState nUndo;
- // expire redo
- if (m_redo.Count > 0)
- {
- nUndo = m_redo.First.Value;
- if (nUndo != null && nUndo.checkExpire())
- m_redo.Clear();
- }
- if (m_undo.Count > 0)
- {
- UndoState goback = m_undo.First.Value;
- // check expired
- if (goback != null && goback.checkExpire())
- {
- m_undo.Clear();
- return;
- }
- if (goback != null)
- {
- m_undo.RemoveFirst();
- // redo limite size
- while (m_redo.Count >= size)
- m_redo.RemoveLast();
- nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
- m_redo.AddFirst(nUndo);
- goback.PlayState(part);
- }
- }
- }
- }
- /// <summary>
- /// executes last state redo to part or its group
- /// current state is pushed into undo
- /// </summary>
- /// <param name="part"></param>
- public void Redo(SceneObjectPart part)
- {
- lock (m_undo)
- {
- UndoState nUndo;
- // expire undo
- if (m_undo.Count > 0)
- {
- nUndo = m_undo.First.Value;
- if (nUndo != null && nUndo.checkExpire())
- m_undo.Clear();
- }
- if (m_redo.Count > 0)
- {
- UndoState gofwd = m_redo.First.Value;
- // check expired
- if (gofwd != null && gofwd.checkExpire())
- {
- m_redo.Clear();
- return;
- }
- if (gofwd != null)
- {
- m_redo.RemoveFirst();
- // limite undo size
- while (m_undo.Count >= size)
- m_undo.RemoveLast();
- nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
- m_undo.AddFirst(nUndo);
- gofwd.PlayState(part);
- }
- }
- }
- }
- }
- public class LandUndoState
- {
- public ITerrainModule m_terrainModule;
- public ITerrainChannel m_terrainChannel;
- public LandUndoState(ITerrainModule terrainModule, ITerrainChannel terrainChannel)
- {
- m_terrainModule = terrainModule;
- m_terrainChannel = terrainChannel;
- }
- public bool Compare(ITerrainChannel terrainChannel)
- {
- return m_terrainChannel == terrainChannel;
- }
- public void PlaybackState()
- {
- m_terrainModule.UndoTerrain(m_terrainChannel);
- }
- }
- }
|