implement simple stroke undo based on actions history
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4
engine/action.cpp
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4
engine/action.cpp
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@@ -0,0 +1,4 @@
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#include "pch.h"
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#include "action.h"
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ActionManager ActionManager::I;
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24
engine/action.h
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24
engine/action.h
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@@ -0,0 +1,24 @@
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#pragma once
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class Action
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{
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public:
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virtual void run() = 0;
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virtual void undo() = 0;
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};
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class ActionManager
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{
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public:
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static ActionManager I;
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std::stack<std::unique_ptr<Action>> m_actions;
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static void add(Action* action)
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{
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I.m_actions.emplace(action);
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}
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static void undo()
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{
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I.m_actions.top()->undo();
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I.m_actions.pop();
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}
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};
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@@ -420,6 +420,12 @@ void App::initLayout()
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};
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button->m_text->set_text("NORM");
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}
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if (auto* button = layout[main_id]->find<NodeButton>("btn-undo"))
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{
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button->on_click = [this,button](Node*) {
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ActionManager::undo();
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};
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}
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if (auto* button = layout[main_id]->find<NodeButton>("btn-close"))
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{
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button->on_click = [this](Node*) {
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@@ -100,7 +100,7 @@ void ui::Canvas::stroke_draw()
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bb_max = glm::min({ m_width, m_height }, glm::max(bb_max, P2[i].xy()));
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}
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auto bb_sz = bb_max - bb_min;
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glm::vec2 pad(1);
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glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad , { 0, 0 }, { m_width, m_height });
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glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz ) + pad*2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(m_width, m_height) - tex_pos));
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@@ -108,6 +108,9 @@ void ui::Canvas::stroke_draw()
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tex_pos.x, tex_pos.y,
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tex_pos.x, tex_pos.y,
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tex_sz.x, tex_sz.y);
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m_box.xy = glm::min(m_box.xy(), (glm::vec2)tex_pos);
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m_box.zw = glm::max(m_box.zw(), (glm::vec2)(tex_pos + tex_sz));
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_float(kShaderUniform::Alpha, s.flow);
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@@ -136,7 +139,12 @@ void ui::Canvas::stroke_commit()
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m_dirty = false;
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m_layers[m_current_layer_idx].m_rtt.bindFramebuffer();
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// save image before commit
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glm::vec2 box_sz = m_box.zw() - m_box.xy();
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auto image = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(m_box.x, m_box.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, image.get());
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// copy to tmp2 for layer blending
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m_tex2.bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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@@ -181,6 +189,15 @@ void ui::Canvas::stroke_commit()
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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m_layers[m_current_layer_idx].m_rtt.unbindFramebuffer();
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// save history
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auto action = new ActionStroke;
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action->m_image = std::move(image);
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action->m_box = m_box;
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action->m_layer_idx = m_current_layer_idx;
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action->m_canvas = this;
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action->m_stroke = std::move(m_current_stroke);
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ActionManager::add(action);
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}
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void ui::Canvas::stroke_update(glm::vec2 point, float pressure)
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{
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@@ -188,10 +205,11 @@ void ui::Canvas::stroke_update(glm::vec2 point, float pressure)
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}
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void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush& brush)
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{
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m_strokes.emplace_back();
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m_strokes.back().start(brush);
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m_strokes.back().add_point(point, pressure);
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m_current_stroke = &m_strokes.back();
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m_current_stroke = std::make_unique<Stroke>();
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m_current_stroke->start(brush);
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m_current_stroke->add_point(point, pressure);
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m_box = glm::vec4(m_width, m_height, 0, 0); // reset bounding box
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if (m_erase)
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{
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@@ -4,6 +4,7 @@
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#include "shader.h"
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#include "shape.h"
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#include "brush.h"
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#include "action.h"
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NS_START
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@@ -15,14 +16,14 @@ class Canvas
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public:
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bool m_erase = false;
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glm::mat4 m_mvp;
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glm::vec4 m_box;
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int m_width;
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int m_height;
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bool m_use_instanced = false;
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int m_current_layer_idx = 0;
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Stroke* m_current_stroke = nullptr;
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std::unique_ptr<Stroke> m_current_stroke;
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bool m_show_tmp = false;
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std::vector<Layer> m_layers;
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std::vector<Stroke> m_strokes;
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std::vector<int> m_order;
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RTT m_tmp;
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Texture2D m_tex;
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@@ -42,4 +43,28 @@ public:
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void clear(const glm::vec4& color = { 1, 1, 1, 1 });
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};
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class ActionStroke : public Action
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{
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public:
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std::unique_ptr<Stroke> m_stroke;
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std::unique_ptr<uint8_t[]> m_image;
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glm::ivec4 m_box;
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int m_layer_idx;
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Canvas* m_canvas;
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virtual void run() override
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{
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}
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virtual void undo() override
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{
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m_canvas->m_layers[m_stroke->m_layer].m_rtt.bindTexture();
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glm::vec2 box_sz = m_box.zw() - m_box.xy();
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glTexSubImage2D(GL_TEXTURE_2D, 0, m_box.x, m_box.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, m_image.get());
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m_canvas->m_layers[m_stroke->m_layer].m_rtt.unbindTexture();
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}
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};
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NS_END
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@@ -46,6 +46,7 @@
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#include <stack>
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#include <regex>
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#include <mutex>
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#include <queue>
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#include <memory>
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#include <string>
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#include <vector>
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