fix undo and redo
This commit is contained in:
2982
extra/ui/icons.ai
2982
extra/ui/icons.ai
File diff suppressed because one or more lines are too long
@@ -8,7 +8,7 @@ public:
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virtual void undo() = 0;
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virtual Action* get_redo() = 0;
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virtual size_t memory() = 0;
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virtual ~Action(){};
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virtual ~Action() = default;
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Action() = default;
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};
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133
src/canvas.cpp
133
src/canvas.cpp
@@ -180,46 +180,10 @@ void Canvas::snap_history(const std::vector<int>& planes)
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// save history
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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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//action->m_stroke = std::move(m_current_stroke);
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action->clear_layer = true;
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ActionManager::add(action);
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}
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ActionStroke* Canvas::create_action(int layer)
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{
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auto action = new ActionStroke;
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for (int i = 0; i < 6; i++)
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{
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if (!m_layers[layer].m_dirty_face[i])
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continue; // no stroke on this face, skip it
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m_layers[layer].m_rtt[i].bindFramebuffer();
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// save image before commit
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glm::vec2 box_or = xy(m_layers[layer].m_dirty_box[i]);
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glm::vec2 box_sz = zw(m_layers[layer].m_dirty_box[i]) - xy(m_layers[layer].m_dirty_box[i]);
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if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= m_layers[m_current_layer_idx].w && box_sz.y <= m_layers[m_current_layer_idx].h)
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{
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(box_or.x, box_or.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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}
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else
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{
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LOG("create_action invalid box size (%d, %d)", (int)box_sz.x, (int)box_sz.y);
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}
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action->m_box[i] = m_layers[layer].m_dirty_box[i];
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action->m_old_box[i] = m_layers[layer].m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[layer].m_dirty_face[i];
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m_layers[layer].m_rtt[i].unbindFramebuffer();
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}
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// save history
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action->m_layer_idx = layer;
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action->m_canvas = this;
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action->m_stroke = std::move(m_current_stroke);
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action->clear_layer = true;
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return action;
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}
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void Canvas::stroke_end()
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{
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if (!m_current_stroke)
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@@ -924,7 +888,7 @@ void Canvas::stroke_commit()
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// save history
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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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//action->m_stroke = std::move(m_current_stroke);
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ActionManager::add(action);
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}
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void Canvas::stroke_update(glm::vec3 point, float pressure)
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@@ -2375,7 +2339,7 @@ void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm:
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// save history
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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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//action->m_stroke = std::move(m_current_stroke);
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ActionManager::add(action);
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glDeleteRenderbuffers(1, &rboID);
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@@ -2824,3 +2788,94 @@ void Layer::resize(int width, int height)
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//m_dirty_face[i] = true;
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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void ActionStroke::undo()
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{
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if (clear_layer)
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m_canvas->m_layers[m_layer_idx].clear({ 0, 0, 0, 0 });
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for (int i = 0; i < 6; i++)
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{
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// empty data
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if (!m_image[i])
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continue;
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LOG("undo box %d dirty=%s [%d,%d,%d,%d] to dirty=%s [%d,%d,%d,%d]",
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i,
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m_canvas->m_layers[m_layer_idx].m_dirty_face[i] ? "true" : "false",
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(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].x,
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(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].y,
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(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].z,
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(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].w,
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m_old_dirty[i] ? "true" : "false",
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(int)m_old_box[i].x,
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(int)m_old_box[i].y,
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(int)m_old_box[i].z,
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(int)m_old_box[i].w);
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m_canvas->m_layers[m_layer_idx].m_dirty_box[i] = m_old_box[i];
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m_canvas->m_layers[m_layer_idx].m_dirty_face[i] = m_old_dirty[i];
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glm::vec2 box_sz = zw(m_box[i]) - xy(m_box[i]);
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if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= m_canvas->m_layers[m_layer_idx].w && box_sz.y <= m_canvas->m_layers[m_layer_idx].h)
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{
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m_canvas->m_layers[m_layer_idx].m_rtt[i].bindTexture();
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glTexSubImage2D(GL_TEXTURE_2D, 0, (int)m_box[i].x, (int)m_box[i].y, (int)box_sz.x, (int)box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, m_image[i].get());
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m_canvas->m_layers[m_layer_idx].m_rtt[i].unbindTexture();
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}
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else
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{
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LOG("undo invalid box size (%d, %d)", (int)box_sz.x, (int)box_sz.y);
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}
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}
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}
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size_t ActionStroke::memory()
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{
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size_t mem = 0;
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for (int i = 0; i < 6; i++)
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{
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glm::ivec2 sz = zw(m_box[i]) - xy(m_box[i]);
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mem += sz.x * sz.y * 4 + sizeof(*this);
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}
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return mem;
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}
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Action* ActionStroke::get_redo()
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{
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auto action = new ActionStroke;
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auto& layer = m_canvas->m_layers[m_layer_idx];
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for (int i = 0; i < 6; i++)
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{
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if (!layer.m_dirty_face[i] && !m_image[i])
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continue; // no stroke on this face, skip it
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layer.m_rtt[i].bindFramebuffer();
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// save image before commit
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glm::vec2 box_or = xy(m_box[i]);
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glm::vec2 box_sz = zw(m_box[i]) - xy(m_box[i]);
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if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= layer.w && box_sz.y <= layer.h)
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{
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(box_or.x, box_or.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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}
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else
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{
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LOG("create_action invalid box size (%d, %d)", (int)box_sz.x, (int)box_sz.y);
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}
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action->m_box[i] = m_box[i];
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action->m_old_box[i] = layer.m_dirty_box[i];
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action->m_old_dirty[i] = layer.m_dirty_face[i];
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layer.m_rtt[i].unbindFramebuffer();
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}
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// save history
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action->m_layer_idx = m_layer_idx;
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action->m_canvas = m_canvas;
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//action->m_stroke = std::move(m_stroke);
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action->clear_layer = false;
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return action;
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}
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72
src/canvas.h
72
src/canvas.h
@@ -236,7 +236,6 @@ public:
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void snapshot_save();
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void snapshot_restore();
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void snap_history(const std::vector<int>& planes);
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class ActionStroke* create_action(int layer);
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void clear_context();
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void import_equirectangular(std::string file_path);
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void import_equirectangular_thread(std::string file_path);
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@@ -278,75 +277,18 @@ public:
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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<Stroke> m_stroke;
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std::unique_ptr<uint8_t[]> m_image[6] = SIXPLETTE(nullptr);
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glm::ivec4 m_old_box[6] = SIXPLETTE(glm::ivec4(0));
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bool m_old_dirty[6] = SIXPLETTE(false);
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glm::ivec4 m_box[6] = SIXPLETTE(glm::ivec4(0));
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bool m_dirty[6] = SIXPLETTE(false);
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bool clear_layer = false;
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int m_layer_idx;
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int m_layer_idx = 0;
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Canvas* m_canvas;
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ActionStroke() = default;
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virtual void run() override
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{
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}
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virtual Action* get_redo() override
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{
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auto redo = m_canvas->create_action(m_layer_idx);
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return redo;
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}
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virtual void undo() override
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{
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if (clear_layer)
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m_canvas->m_layers[m_layer_idx].clear({ 0, 0, 0, 0 });
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for (int i = 0; i < 6; i++)
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{
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// empty data
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if (!m_image[i])
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continue;
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LOG("undo box %d dirty=%s [%d,%d,%d,%d] to dirty=%s [%d,%d,%d,%d]",
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i,
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m_canvas->m_layers[m_layer_idx].m_dirty_face[i] ? "true" : "false",
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(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].x,
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(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].y,
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(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].z,
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(int)m_canvas->m_layers[m_layer_idx].m_dirty_box[i].w,
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m_old_dirty[i] ? "true" : "false",
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(int)m_old_box[i].x,
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(int)m_old_box[i].y,
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(int)m_old_box[i].z,
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(int)m_old_box[i].w);
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m_canvas->m_layers[m_layer_idx].m_dirty_box[i] = m_old_box[i];
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m_canvas->m_layers[m_layer_idx].m_dirty_face[i] = m_old_dirty[i];
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glm::vec2 box_sz = zw(m_box[i]) - xy(m_box[i]);
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if (box_sz.x > 0 && box_sz.y > 0 && box_sz.x <= m_canvas->m_layers[m_layer_idx].w && box_sz.y <= m_canvas->m_layers[m_layer_idx].h)
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{
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m_canvas->m_layers[m_layer_idx].m_rtt[i].bindTexture();
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glTexSubImage2D(GL_TEXTURE_2D, 0, (int)m_box[i].x, (int)m_box[i].y, (int)box_sz.x, (int)box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, m_image[i].get());
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m_canvas->m_layers[m_layer_idx].m_rtt[i].unbindTexture();
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}
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else
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{
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LOG("undo invalid box size (%d, %d)", (int)box_sz.x, (int)box_sz.y);
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}
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}
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}
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virtual size_t memory() override
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{
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size_t mem = 0;
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for (int i = 0; i < 6; i++)
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{
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glm::ivec2 sz = zw(m_box[i]) - xy(m_box[i]);
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mem += sz.x * sz.y * 4 + sizeof(*this);
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}
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return mem;
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}
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virtual ~ActionStroke()
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{
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}
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virtual ~ActionStroke() = default;
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virtual void run() override { }
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virtual Action* get_redo() override;
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virtual void undo() override;
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virtual size_t memory() override;
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};
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@@ -296,8 +296,25 @@ void NodeCanvas::draw()
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m_blender_rtt.unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_blender_rtt.unbindTexture();
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}
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#ifdef _DEBUG
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// draw dirty area
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{
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auto bb = m_canvas->m_layers[layer_index].m_dirty_box[plane_index] / (float)m_canvas->m_layers[layer_index].w;
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glm::vec2 bbmin = xy(bb);
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glm::vec2 bbsz = zw(bb) - xy(bb);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 });
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z
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* glm::translate(glm::vec3(bbmin * 2.f, 0))
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* glm::translate(glm::vec3(-1, -1, 0))
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* glm::scale(glm::vec3(bbsz, 1))
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* glm::translate(glm::vec3(1, 1, 0))
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);
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m_face_plane.draw_stroke();
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}
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#endif
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}
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}
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if (use_blend)
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