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History.js.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>JSDoc: Source: History.js</title>
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<div id="main">
<h1 class="page-title">Source: History.js</h1>
<section>
<article>
<pre class="prettyprint source linenums"><code>/*
* Copyright 2020 WICKLETS LLC
*
* This file is part of Wick Engine.
*
* Wick Engine is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Wick Engine is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Wick Engine. If not, see <https://www.gnu.org/licenses/>.
*/
/**
* History utility class for undo/redo functionality.
*/
Wick.History = class {
/**
*
* @type {boolean}
*/
static get VERBOSE () {
return false;
}
/**
* An Enum of all types of state saves.
*/
static get StateType () {
return {
ALL_OBJECTS: 1,
ALL_OBJECTS_WITHOUT_PATHS: 2,
ONLY_VISIBLE_OBJECTS: 3,
};
}
/**
* Creates a new history object
*/
constructor () {
this._undoStack = [];
this._redoStack = [];
this._snapshots = {};
}
/**
* Push the current state of the ObjectCache to the undo stack.
* @param {number} filter - the filter to choose which objects to serialize. See Wick.History.StateType
*/
pushState (filter) {
this._redoStack = [];
this._undoStack.push(this._generateState(filter));
}
/**
* Pop the last state in the undo stack off and apply the new last state to the project.
* @returns {boolean} True if the undo stack is non-empty, false otherwise
*/
popState () {
if(this._undoStack.length <= 1) {
return false;
}
var lastState = this._undoStack.pop();
this._redoStack.push(lastState);
var currentState = this._undoStack[this._undoStack.length - 1];
this._recoverState(currentState);
return true;
}
/**
* Recover a state that was undone.
* @returns {boolean} True if the redo stack is non-empty, false otherwise
*/
recoverState () {
if(this._redoStack.length === 0) {
return false;
}
var recoveredState = this._redoStack.pop();
this._undoStack.push(recoveredState);
this._recoverState(recoveredState);
return true;
}
/**
*
* @param {string} name - the name of the snapshot
* @param {number} filter - the filter to choose which objects to serialize. See Wick.History.StateType
*/
saveSnapshot (name, filter) {
this._snapshots[name] = this._generateState(filter || Wick.History.StateType.ALL_OBJECTS_WITHOUT_PATHS);
}
/**
* Save a state to the list of snapshots to be recovered at any time.
* @param {string} name - the name of the snapshot to recover
*/
loadSnapshot (name) {
this._recoverState(this._snapshots[name]);
}
/**
* The number of states currently stored for undoing.
* @type {number}
*/
get numUndoStates () {
return this._undoStack.length;
}
/**
* The number of states currently stored for redoing.
* @type {number}
*/
get numRedoStates () {
return this._redoStack.length;
}
// NOTE: State saving/recovery can be greatly optimized by only saving the state of the things that were actually changed.
_generateState (stateType) {
var objects = [];
if(stateType === undefined) {
stateType = Wick.History.StateType.ALL_OBJECTS;
}
if(stateType === Wick.History.StateType.ALL_OBJECTS) {
objects = this._getAllObjects();
} else if (stateType === Wick.History.StateType.ALL_OBJECTS_WITHOUT_PATHS) {
objects = this._getAllObjectsWithoutPaths();
} else if(stateType === Wick.History.StateType.ONLY_VISIBLE_OBJECTS) {
objects = this._getVisibleObjects();
} else {
console.error('Wick.History._generateState: A valid stateType is required.');
return;
}
if(Wick.History.VERBOSE) {
console.log('Wick.History._generateState: Serializing ' + objects.length + ' objects using mode=' + stateType);
}
return objects.map(object => {
// The object most likely was altered in some way, make sure those changes will be reflected in the autosave.
object.needsAutosave = true;
return object.serialize();
});
}
_recoverState (state) {
state.forEach(objectData => {
var object = Wick.ObjectCache.getObjectByUUID(objectData.uuid);
object.deserialize(objectData);
});
}
_getAllObjects () {
var objects = Wick.ObjectCache.getActiveObjects(this.project);
objects.push(this.project);
return objects;
}
// this is used for an optimization when snapshots are saved for preview playing.
_getAllObjectsWithoutPaths () {
return this._getAllObjects().filter(object => {
return !(object instanceof Wick.Path);
});
}
_getVisibleObjects () {
var stateObjects = [];
// the project itself (for focus, options, etc)
stateObjects.push(this.project);
// the assets in the project
this.project.getAssets().forEach(asset => {
stateObjects.push(asset);
});
// the focused clip
stateObjects.push(this.project.focus);
// the focused timeline
stateObjects.push(this.project.focus.timeline);
// the selection
stateObjects.push(this.project.selection);
// layers on focused timeline
this.project.activeTimeline.layers.forEach(layer => {
stateObjects.push(layer);
});
// frames on focused timeline
this.project.activeTimeline.frames.forEach(frame => {
stateObjects.push(frame);
});
// objects+tweens on active frames
this.project.activeFrames.forEach(frame => {
frame.paths.forEach(path => {
stateObjects.push(path);
});
frame.clips.forEach(clip => {
stateObjects.push(clip);
});
frame.tweens.forEach(tween => {
stateObjects.push(tween);
})
});
return stateObjects;
}
}
</code></pre>
</article>
</section>
</div>
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