BambuStudio/slic3r/Utils/UndoRedo.hpp

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2024-12-20 06:44:50 +00:00
#ifndef slic3r_Utils_UndoRedo_hpp_
#define slic3r_Utils_UndoRedo_hpp_
#include <algorithm>
#include <memory>
#include <string>
#include <vector>
#include <cassert>
#include <libslic3r/ObjectID.hpp>
#include <libslic3r/Config.hpp>
typedef double coordf_t;
typedef std::pair<coordf_t, coordf_t> t_layer_height_range;
namespace Slic3r {
class Model;
namespace GUI {
class Selection;
class GLGizmosManager;
class PartPlateList;
class PartPlate;
} // namespace GUI
namespace UndoRedo {
enum class SnapshotType : unsigned char {
// Some action modifying project state, outside any EnteringGizmo / LeavingGizmo interval.
Action,
// Some action modifying project state, inside some EnteringGizmo / LeavingGizmo interval.
GizmoAction,
// Selection change at the Plater.
Selection,
// New project, Reset project, Load project ...
ProjectSeparator,
// Entering a Gizmo, which opens a secondary Undo / Redo stack.
EnteringGizmo,
// Leaving a Gizmo, which closes a secondary Undo / Redo stack.
// No action modifying a project state was done between EnteringGizmo / LeavingGizmo.
LeavingGizmoNoAction,
// Leaving a Gizmo, which closes a secondary Undo / Redo stack.
// Some action modifying a project state was done between EnteringGizmo / LeavingGizmo.
LeavingGizmoWithAction,
};
// Data structure to be stored with each snapshot.
// Storing short data (bit masks, ints) with each snapshot instead of being serialized into the Undo / Redo stack
// is likely cheaper in term of both the runtime and memory allocation.
// Also the SnapshotData is available without having to deserialize the snapshot from the Undo / Redo stack,
// which may be handy sometimes.
struct SnapshotData
{
SnapshotType snapshot_type;
PrinterTechnology printer_technology { ptUnknown };
// Bitmap of Flags (see the Flags enum).
unsigned int flags { 0 };
int layer_range_idx { -1 };
// Bitmask of various binary flags to be stored with the snapshot.
enum Flags {
VARIABLE_LAYER_EDITING_ACTIVE = 1,
SELECTED_SETTINGS_ON_SIDEBAR = 2,
SELECTED_LAYERROOT_ON_SIDEBAR = 4,
SELECTED_LAYER_ON_SIDEBAR = 8,
RECALCULATE_SLA_SUPPORTS = 16
};
};
struct Snapshot
{
Snapshot(size_t timestamp) : timestamp(timestamp) {}
Snapshot(const std::string &name, size_t timestamp, size_t model_id, const SnapshotData &snapshot_data) :
name(name), timestamp(timestamp), model_id(model_id), snapshot_data(snapshot_data) {}
std::string name;
size_t timestamp;
size_t model_id;
SnapshotData snapshot_data;
bool operator< (const Snapshot &rhs) const { return this->timestamp < rhs.timestamp; }
bool operator==(const Snapshot &rhs) const { return this->timestamp == rhs.timestamp; }
// The topmost snapshot represents the current state when going forward.
bool is_topmost() const;
// The topmost snapshot is not being serialized to the Undo / Redo stack until going back in time,
// when the top most state is being serialized, so we can redo back to the top most state.
bool is_topmost_captured() const { assert(this->is_topmost()); return model_id > 0; }
};
// BBS: moved from UndoRedo.cpp
// If a snapshot modifies the snapshot type,
inline bool snapshot_modifies_project(SnapshotType type)
{
return type == SnapshotType::Action || type == SnapshotType::GizmoAction || type == SnapshotType::ProjectSeparator;
}
inline bool snapshot_modifies_project(const Snapshot &snapshot)
{
return snapshot_modifies_project(snapshot.snapshot_data.snapshot_type) && (snapshot.name.empty() || snapshot.name.back() != '!');
}
// Excerpt of Slic3r::GUI::Selection for serialization onto the Undo / Redo stack.
struct Selection : public Slic3r::ObjectBase {
void clear() { mode = 0; volumes_and_instances.clear(); }
unsigned char mode = 0;
std::vector<std::pair<size_t, size_t>> volumes_and_instances;
template<class Archive> void serialize(Archive &ar) { ar(mode, volumes_and_instances); }
};
class StackImpl;
class Stack
{
public:
// Stack needs to be initialized. An empty stack is not valid, there must be a "New Project" status stored at the beginning.
// The first "New Project" snapshot shall not be removed.
Stack();
~Stack();
void clear();
bool empty() const;
// Set maximum memory threshold. If the threshold is exceeded, least recently used snapshots are released.
void set_memory_limit(size_t memsize);
size_t get_memory_limit() const;
// Estimate size of the RAM consumed by the Undo / Redo stack.
size_t memsize() const;
// Release least recently used snapshots up to the memory limit set above.
void release_least_recently_used();
// Store the current application state onto the Undo / Redo stack, remove all snapshots after m_active_snapshot_time.
void take_snapshot(const std::string& snapshot_name, const Slic3r::Model& model, const Slic3r::GUI::Selection& selection, const Slic3r::GUI::GLGizmosManager& gizmos, const SnapshotData &snapshot_data);
void take_snapshot(const std::string& snapshot_name, const Slic3r::Model& model, const Slic3r::GUI::Selection& selection, const Slic3r::GUI::GLGizmosManager& gizmos, const Slic3r::GUI::PartPlateList& plate_list, const SnapshotData& snapshot_data);
// To be called just after take_snapshot() when leaving a gizmo, inside which small edits like support point add / remove events or paiting actions were allowed.
// Remove all but the last edit between the gizmo enter / leave snapshots.
void reduce_noisy_snapshots(const std::string& new_name);
// To be queried to enable / disable the Undo / Redo buttons at the UI.
bool has_undo_snapshot() const;
bool has_redo_snapshot() const;
// To query whether one can undo to a snapshot. Useful for notifications, that want to Undo a specific operation.
bool has_undo_snapshot(size_t time_to_load) const;
// Roll back the time. If time_to_load is SIZE_MAX, the previous snapshot is activated.
// Undoing an action may need to take a snapshot of the current application state, so that redo to the current state is possible.
bool undo(Slic3r::Model& model, const Slic3r::GUI::Selection& selection, Slic3r::GUI::GLGizmosManager& gizmos, Slic3r::GUI::PartPlateList& plate_list, const SnapshotData &snapshot_data, size_t time_to_load = SIZE_MAX);
// Jump forward in time. If time_to_load is SIZE_MAX, the next snapshot is activated.
bool redo(Slic3r::Model& model, Slic3r::GUI::GLGizmosManager& gizmos, Slic3r::GUI::PartPlateList& plate_list, size_t time_to_load = SIZE_MAX);
// Snapshot history (names with timestamps).
// Each snapshot indicates start of an interval in which this operation is performed.
// There is one additional snapshot taken at the very end, which indicates the current unnamed state.
const std::vector<Snapshot>& snapshots() const;
const Snapshot& snapshot(size_t time) const;
// Timestamp of the active snapshot. One of the snapshots of this->snapshots() shall have Snapshot::timestamp equal to this->active_snapshot_time().
// The active snapshot may be a special placeholder "@@@ Topmost @@@" indicating an uncaptured current state,
// or the active snapshot may be an active state to which the application state was undoed or redoed.
size_t active_snapshot_time() const;
const Snapshot& active_snapshot() const { return this->snapshot(this->active_snapshot_time()); }
// Temporary snapshot is active if the topmost snapshot is active and it has not been captured yet.
// In that case the Undo action will capture the last snapshot.
bool temp_snapshot_active() const;
// Resets the "dirty project" status.
void mark_current_as_saved();
// Is the project modified with regard to the last "saved" state marked with mark_current_as_saved()?
bool project_modified() const;
// BBS: backup and restore
bool has_real_change_from(size_t time) const;
// After load_snapshot() / undo() / redo() the selection is deserialized into a list of ObjectIDs, which needs to be converted
// into the list of GLVolume pointers once the 3D scene is updated.
const Selection& selection_deserialized() const;
private:
friend class StackImpl;
std::unique_ptr<StackImpl> pimpl;
};
}; // namespace UndoRedo
}; // namespace Slic3r
#endif /* slic3r_Utils_UndoRedo_hpp_ */