Files
test/source/blender/editors/include/ED_undo.hh
Hans Goudey 3039ea02c6 Refactor: Simplify undo object list creation, use C++ Vector
Replace the use of the `LIB_TAG_DOIT` flag which cwas used to
only process each object data ID once with a Set. Return the objects
or bases in a Vector. Now we only iterate over the view layers bases
once instead of three times.

Pull Request: https://projects.blender.org/blender/blender/pulls/119788
2024-03-22 16:24:30 +01:00

148 lines
5.4 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editors
*/
#pragma once
#include "BLI_compiler_attrs.h"
#include "BLI_sys_types.h"
#include "BLI_vector.hh"
struct Base;
struct CLG_LogRef;
struct Object;
struct Scene;
struct MemFile;
struct UndoStack;
struct ViewLayer;
struct bContext;
struct wmOperator;
struct wmOperatorType;
struct wmWindowManager;
/* undo.c */
/**
* Run from the main event loop, basic checks that undo is left in a correct state.
*/
bool ED_undo_is_state_valid(bContext *C);
void ED_undo_group_begin(bContext *C);
void ED_undo_group_end(bContext *C);
void ED_undo_push(bContext *C, const char *str);
void ED_undo_push_op(bContext *C, wmOperator *op);
void ED_undo_grouped_push(bContext *C, const char *str);
void ED_undo_grouped_push_op(bContext *C, wmOperator *op);
void ED_undo_pop_op(bContext *C, wmOperator *op);
void ED_undo_pop(bContext *C);
void ED_undo_redo(bContext *C);
void ED_OT_undo(wmOperatorType *ot);
void ED_OT_undo_push(wmOperatorType *ot);
void ED_OT_redo(wmOperatorType *ot);
void ED_OT_undo_redo(wmOperatorType *ot);
void ED_OT_undo_history(wmOperatorType *ot);
/**
* UI callbacks should call this rather than calling WM_operator_repeat() themselves.
*/
int ED_undo_operator_repeat(bContext *C, wmOperator *op);
/**
* Convenience since UI callbacks use this mostly.
*/
void ED_undo_operator_repeat_cb(bContext *C, void *arg_op, void *arg_unused);
void ED_undo_operator_repeat_cb_evt(bContext *C, void *arg_op, int arg_unused);
/**
* Name optionally, function used to check for operator redo panel.
*/
bool ED_undo_is_valid(const bContext *C, const char *undoname);
bool ED_undo_is_memfile_compatible(const bContext *C);
/* Unfortunate workaround for limits mixing undo systems. */
/**
* When a property of ID changes, return false.
*
* This is to avoid changes to a property making undo pushes
* which are ignored by the undo-system.
* For example, changing a brush property isn't stored by sculpt-mode undo steps.
* This workaround is needed until the limitation is removed, see: #61948.
*/
bool ED_undo_is_legacy_compatible_for_property(bContext *C, ID *id);
/**
* This function addresses the problem of restoring undo steps when multiple windows are used.
* Since undo steps don't track the full context that created them it's possible an edit-mode
* undo step will attempt to restore edit-mode into a different window, scene or view-layer.
*
* Values `scene_p` & `view_layer_p` (typically initialized from the context)
* are updated from the visible windows using `scene_ref` as a reference.
* If the no window can be found, the values are left as-is.
*
* Since users may close windows before undoing, it's expected the window may be unavailable.
* When this happens the edit-mode objects wont be restored into edit-mode by
* #ED_undo_object_editmode_restore_helper which is acceptable since objects
* which aren't visible in any window don't need to enter edit-mode.
*/
void ED_undo_object_editmode_validate_scene_from_windows(wmWindowManager *wm,
const Scene *scene_ref,
Scene **scene_p,
ViewLayer **view_layer_p);
/**
* Load all our objects from `object_array` into edit-mode, clear everything else.
*/
void ED_undo_object_editmode_restore_helper(Scene *scene,
ViewLayer *view_layer,
Object **object_array,
uint object_array_len,
uint object_array_stride);
blender::Vector<Object *> ED_undo_editmode_objects_from_view_layer(const Scene *scene,
ViewLayer *view_layer);
blender::Vector<Base *> ED_undo_editmode_bases_from_view_layer(const Scene *scene,
ViewLayer *view_layer);
/**
* Ideally we won't access the stack directly,
* this is needed for modes which handle undo themselves (bypassing #ED_undo_push).
*
* Using global isn't great, this just avoids doing inline,
* causing 'BKE_global.hh' & 'BKE_main.hh' includes.
*/
UndoStack *ED_undo_stack_get();
/* Helpers. */
void ED_undo_object_set_active_or_warn(
Scene *scene, ViewLayer *view_layer, Object *ob, const char *info, CLG_LogRef *log);
/* `undo_system_types.cc` */
void ED_undosys_type_init();
void ED_undosys_type_free();
/* `memfile_undo.cc` */
MemFile *ED_undosys_stack_memfile_get_if_active(UndoStack *ustack);
/**
* If the last undo step is a memfile one, find the first #MemFileChunk matching given ID
* (using its session UUID), and tag it as "changed in the future".
*
* Since non-memfile undo-steps cannot automatically set this flag in the previous step as done
* with memfile ones, this has to be called manually by relevant undo code.
*
* \note Only current known case for this is undoing a switch from Object to Sculpt mode (see
* #82388).
*
* \note Calling this ID by ID is not optimal, as it will loop over all #MemFile.chunks until it
* finds the expected one. If this becomes an issue we'll have to add a mapping from session UUID
* to first #MemFileChunk in #MemFile itself
* (currently we only do that in #MemFileWriteData when writing a new step).
*/
void ED_undosys_stack_memfile_id_changed_tag(UndoStack *ustack, ID *id);