/* 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" struct Base; struct CLG_LogRef; struct Object; struct Scene; struct MemFile; struct UndoStack; struct ViewLayer; struct bContext; struct wmOperator; struct wmOperatorType; /* 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); /** * Load all our objects from `object_array` into edit-mode, clear everything else. */ void ED_undo_object_editmode_restore_helper(bContext *C, Object **object_array, uint object_array_len, uint object_array_stride); Object **ED_undo_editmode_objects_from_view_layer(const Scene *scene, ViewLayer *view_layer, uint *r_len); Base **ED_undo_editmode_bases_from_view_layer(const Scene *scene, ViewLayer *view_layer, uint *r_len); /** * 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.h' & 'BKE_main.h' 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_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);