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Diffstat (limited to 'Other/NodeEditorExamples/Assets/UNEB/Editor/Actions/ActionManager.cs')
-rw-r--r-- | Other/NodeEditorExamples/Assets/UNEB/Editor/Actions/ActionManager.cs | 169 |
1 files changed, 169 insertions, 0 deletions
diff --git a/Other/NodeEditorExamples/Assets/UNEB/Editor/Actions/ActionManager.cs b/Other/NodeEditorExamples/Assets/UNEB/Editor/Actions/ActionManager.cs new file mode 100644 index 00000000..b0450b46 --- /dev/null +++ b/Other/NodeEditorExamples/Assets/UNEB/Editor/Actions/ActionManager.cs @@ -0,0 +1,169 @@ + +using System; +using System.Collections.Generic; +using UnityEngine; +using UNEB.Utility; + +namespace UNEB +{ + /// <summary> + /// Handles execution of actions, undo, and redo. + /// </summary> + public class ActionManager + { + private NodeEditorWindow _window; + + private FiniteStack<UndoableAction> _undoStack; + private Stack<UndoableAction> _redoStack; + + // Caches the current multi-stage action that is currently executing. + private MultiStageAction _activeMultiAction = null; + + public event Action OnUndo; + public event Action OnRedo; + + public ActionManager(NodeEditorWindow w) + { + _undoStack = new FiniteStack<UndoableAction>(100); + _redoStack = new Stack<UndoableAction>(); + + _window = w; + + // Makes sure that the action cleans up after itself + // when it is removed from the undo buffer. + _undoStack.OnRemoveBottomItem += (action) => + { + action.OnDestroy(); + }; + } + + public void Update() + { + if (IsRunningAction) { + _activeMultiAction.Do(); + } + } + + public bool IsRunningAction + { + get { return _activeMultiAction != null; } + } + + /// <summary> + /// Runs an action and stores it in the undo stack. + /// </summary> + /// <typeparam name="T"></typeparam> + public void RunUndoableAction<T>() where T : UndoableAction, new() + { + T action = new T(); + action.manager = this; + + if (action.Init()) { + + clearRedoStack(); + _undoStack.Push(action); + action.Do(); + } + } + + /// <summary> + /// Starts a multi stage action but does not record it in the undo stack. + /// </summary> + /// <typeparam name="T"></typeparam> + public void StartMultiStageAction<T>() where T : MultiStageAction, new() + { + // Only run 1 multi-action at a time. + if (_activeMultiAction != null) { + return; + } + + T action = new T(); + action.manager = this; + + if (action.Init()) { + _activeMultiAction = action; + _activeMultiAction.OnActionStart(); + } + } + + /// <summary> + /// Records the multi-stage action in the undo stack. + /// </summary> + /// <typeparam name="T"></typeparam> + /// <param name="action"></param> + public void FinishMultiStageAction() + { + if (_activeMultiAction == null) { + return; + } + + // We check if the action ended properly so it can be stored in undo. + if (_activeMultiAction.OnActionEnd()) { + + clearRedoStack(); + _undoStack.Push(_activeMultiAction); + } + + // There is no longer an active multi-stage action. + _activeMultiAction = null; + } + + public void UndoAction() + { + if (_undoStack.Count != 0) { + + var action = _undoStack.Pop(); + _redoStack.Push(action); + + action.Undo(); + + if (OnUndo != null) + OnUndo(); + } + } + + public void RedoAction() + { + if (_redoStack.Count != 0) { + + var action = _redoStack.Pop(); + _undoStack.Push(action); + + action.Redo(); + + if (OnRedo != null) + OnRedo(); + } + } + + public void Reset() + { + _activeMultiAction = null; + clearUndoStack(); + clearRedoStack(); + } + + private void clearRedoStack() + { + foreach (var action in _redoStack) { + action.OnDestroy(); + } + + _redoStack.Clear(); + } + + private void clearUndoStack() + { + foreach (var action in _undoStack) { + action.OnDestroy(); + } + + _undoStack.Clear(); + } + + public NodeEditorWindow window + { + get { return _window; } + } + } +}
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