/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Reflection;
using System.Collections.Generic;
using log4net;
using OpenMetaverse;
using OpenSim.Region.Framework.Interfaces;
using System;
namespace OpenSim.Region.Framework.Scenes
{
/*
[Flags]
public enum UndoType
{
STATE_PRIM_POSITION = 1,
STATE_PRIM_ROTATION = 2,
STATE_PRIM_SCALE = 4,
STATE_PRIM_ALL = 7,
STATE_GROUP_POSITION = 8,
STATE_GROUP_ROTATION = 16,
STATE_GROUP_SCALE = 32,
STATE_GROUP_ALL = 56,
STATE_ALL = 63
}
public class UndoState
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public Vector3 Position = Vector3.Zero;
public Vector3 Scale = Vector3.Zero;
public Quaternion Rotation = Quaternion.Identity;
///
/// Is this undo state for an entire group?
///
public bool ForGroup;
///
/// Constructor.
///
///
/// True if the undo is for an entire group
/// only for root parts ????
public UndoState(SceneObjectPart part, bool forGroup)
{
if (part.ParentID == 0)
{
ForGroup = forGroup;
Position = part.ParentGroup.AbsolutePosition;
Rotation = part.RotationOffset;
Scale = part.Shape.Scale;
}
else
{
ForGroup = false; // only root parts can undo grp
Position = part.OffsetPosition;
Rotation = part.RotationOffset;
Scale = part.Shape.Scale;
}
}
///
/// Compare the relevant state in the given part to this state.
///
///
/// true if both the part's position, rotation and scale match those in this undo state. False otherwise.
public bool Compare(SceneObjectPart part, bool forgrp)
{
if (ForGroup != forgrp) // if diferent targets, then they are diferent
return false;
if (part != null)
{
if (part.ParentID == 0)
{
// root part
// grp position is same as part
if (Position != part.ParentGroup.AbsolutePosition)
return false;
if (Rotation != part.RotationOffset)
return false;
return Scale == part.Shape.Scale;
}
else
{
return (Position == part.OffsetPosition
&& Rotation == part.RotationOffset
&& Scale == part.Shape.Scale);
}
}
return false;
}
public void PlayState(SceneObjectPart part)
{
part.Undoing = true;
bool physbuilding = false;
if (part.ParentID == 0)
{
if (!ForGroup && part.PhysActor != null)
{
part.PhysActor.Building = true;
physbuilding = true;
}
if (Position != Vector3.Zero)
{
if (ForGroup)
part.ParentGroup.AbsolutePosition = Position;
else
part.ParentGroup.UpdateRootPosition(Position);
}
if (ForGroup)
part.UpdateRotation(Rotation);
else
part.ParentGroup.UpdateRootRotation(Rotation);
if (Scale != Vector3.Zero)
{
if (!physbuilding && part.PhysActor != null)
{
part.PhysActor.Building = true;
physbuilding = true;
}
if (ForGroup)
part.ParentGroup.GroupResize(Scale);
else
part.Resize(Scale);
}
if (physbuilding)
part.PhysActor.Building = false;
part.ParentGroup.ScheduleGroupForTerseUpdate();
}
else
{
if (ForGroup) // trap for group since seems parts can't do it
return;
// changing a part invalidates entire object physical rep
if (part.ParentGroup != null && part.ParentGroup.RootPart != null && part.ParentGroup.RootPart.PhysActor != null)
{
part.ParentGroup.RootPart.PhysActor.Building = true;
physbuilding = true;
}
// Note: Updating these properties on sop automatically schedules an update if needed
part.OffsetPosition = Position;
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
{
part.Resize(Scale);
}
if (physbuilding)
part.ParentGroup.RootPart.PhysActor.Building = false;
}
part.Undoing = false;
}
}
*/
public class UndoState
{
const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
public ObjectChangeData data;
public DateTime creationtime;
///
/// Constructor.
///
///
/// True if the undo is for an entire group
/// only for root parts ????
public UndoState(SceneObjectPart part, ObjectChangeWhat what)
{
data = new ObjectChangeData();
data.what = what;
creationtime = DateTime.UtcNow;
if (part.ParentGroup.RootPart == part)
{
if ((what & ObjectChangeWhat.Position) != 0)
data.position = part.ParentGroup.AbsolutePosition;
if ((what & ObjectChangeWhat.Rotation) != 0)
data.rotation = part.RotationOffset;
if ((what & ObjectChangeWhat.Scale) != 0)
data.scale = part.Shape.Scale;
}
else
{
if ((what & ObjectChangeWhat.Position) != 0)
data.position = part.OffsetPosition;
if ((what & ObjectChangeWhat.Rotation) != 0)
data.rotation = part.RotationOffset;
if ((what & ObjectChangeWhat.Scale) != 0)
data.scale = part.Shape.Scale;
}
}
public bool checkExpire()
{
TimeSpan t = DateTime.UtcNow - creationtime;
if (t.Seconds > UNDOEXPIRESECONDS)
return true;
return false;
}
public void updateExpire()
{
creationtime = DateTime.UtcNow;
}
///
/// Compare the relevant state in the given part to this state.
///
///
/// true if both the part's position, rotation and scale match those in this undo state. False otherwise.
public bool Compare(SceneObjectPart part, ObjectChangeWhat what)
{
if (data.what != what) // if diferent targets, then they are diferent
return false;
if (part != null)
{
if (part.ParentID == 0)
{
if ((what & ObjectChangeWhat.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
return false;
}
else
{
if ((what & ObjectChangeWhat.Position) != 0 && data.position != part.OffsetPosition)
return false;
}
if ((what & ObjectChangeWhat.Rotation) != 0 && data.rotation != part.RotationOffset)
return false;
if ((what & ObjectChangeWhat.Rotation) != 0 && data.scale == part.Shape.Scale)
return false;
return true;
}
return false;
}
public void PlayState(SceneObjectPart part)
{
part.Undoing = true;
SceneObjectGroup grp = part.ParentGroup;
if (grp != null)
{
grp.doChangeObject(part, data);
}
part.Undoing = false;
}
}
public class UndoRedoState
{
int size;
public LinkedList m_redo = new LinkedList();
public LinkedList m_undo = new LinkedList();
public UndoRedoState()
{
size = 5;
}
public UndoRedoState(int _size)
{
if (_size < 3)
size = 3;
else
size = _size;
}
public int Count
{
get { return m_undo.Count; }
}
public void Clear()
{
m_undo.Clear();
m_redo.Clear();
}
public void StoreUndo(SceneObjectPart part, ObjectChangeWhat what)
{
lock (m_undo)
{
UndoState last;
if (m_redo.Count > 0) // last code seems to clear redo on every new undo
{
m_redo.Clear();
}
if (m_undo.Count > 0)
{
// check expired entry
last = m_undo.First.Value;
if (last != null && last.checkExpire())
m_undo.Clear();
else
{
// see if we actually have a change
if (last != null)
{
if (last.Compare(part, what))
return;
}
}
}
// limite size
while (m_undo.Count >= size)
m_undo.RemoveLast();
UndoState nUndo = new UndoState(part, what);
m_undo.AddFirst(nUndo);
}
}
public void Undo(SceneObjectPart part)
{
lock (m_undo)
{
UndoState nUndo;
// expire redo
if (m_redo.Count > 0)
{
nUndo = m_redo.First.Value;
if (nUndo != null && nUndo.checkExpire())
m_redo.Clear();
}
if (m_undo.Count > 0)
{
UndoState goback = m_undo.First.Value;
// check expired
if (goback != null && goback.checkExpire())
{
m_undo.Clear();
return;
}
if (goback != null)
{
m_undo.RemoveFirst();
// redo limite size
while (m_redo.Count >= size)
m_redo.RemoveLast();
nUndo = new UndoState(part, goback.data.what); // new value in part should it be full goback copy?
m_redo.AddFirst(nUndo);
goback.PlayState(part);
}
}
}
}
public void Redo(SceneObjectPart part)
{
lock (m_undo)
{
UndoState nUndo;
// expire undo
if (m_undo.Count > 0)
{
nUndo = m_undo.First.Value;
if (nUndo != null && nUndo.checkExpire())
m_undo.Clear();
}
if (m_redo.Count > 0)
{
UndoState gofwd = m_redo.First.Value;
// check expired
if (gofwd != null && gofwd.checkExpire())
{
m_redo.Clear();
return;
}
if (gofwd != null)
{
m_redo.RemoveFirst();
// limite undo size
while (m_undo.Count >= size)
m_undo.RemoveLast();
nUndo = new UndoState(part, gofwd.data.what); // new value in part should it be full gofwd copy?
m_undo.AddFirst(nUndo);
gofwd.PlayState(part);
}
}
}
}
}
public class LandUndoState
{
public ITerrainModule m_terrainModule;
public ITerrainChannel m_terrainChannel;
public LandUndoState(ITerrainModule terrainModule, ITerrainChannel terrainChannel)
{
m_terrainModule = terrainModule;
m_terrainChannel = terrainChannel;
}
public bool Compare(ITerrainChannel terrainChannel)
{
return m_terrainChannel == terrainChannel;
}
public void PlaybackState()
{
m_terrainModule.UndoTerrain(m_terrainChannel);
}
}
}