PrusaSlicer-NonPlainar/src/slic3r/Utils/UndoRedo.hpp

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#ifndef slic3r_Utils_UndoRedo_hpp_
#define slic3r_Utils_UndoRedo_hpp_
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#include <algorithm>
#include <memory>
#include <string>
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#include <vector>
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#include <cassert>
#include <libslic3r/ObjectID.hpp>
namespace Slic3r {
class Model;
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enum PrinterTechnology : unsigned char;
namespace GUI {
class Selection;
class GLGizmosManager;
} // namespace GUI
namespace UndoRedo {
// Data structure to be stored with each snapshot.
// Storing short data (bit masks, ints) with each snapshot instead of being serialized into the Undo / Redo stack
// is likely cheaper in term of both the runtime and memory allocation.
// Also the SnapshotData is available without having to deserialize the snapshot from the Undo / Redo stack,
// which may be handy sometimes.
struct SnapshotData
{
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// Constructor is defined in .cpp due to the forward declaration of enum PrinterTechnology.
SnapshotData();
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PrinterTechnology printer_technology;
// Bitmap of Flags (see the Flags enum).
unsigned int flags;
// Bitmask of various binary flags to be stored with the snapshot.
enum Flags {
VARIABLE_LAYER_EDITING_ACTIVE = 1,
};
};
struct Snapshot
{
Snapshot(size_t timestamp) : timestamp(timestamp) {}
Snapshot(const std::string &name, size_t timestamp, size_t model_id, const SnapshotData &snapshot_data) :
name(name), timestamp(timestamp), model_id(model_id), snapshot_data(snapshot_data) {}
std::string name;
size_t timestamp;
size_t model_id;
SnapshotData snapshot_data;
bool operator< (const Snapshot &rhs) const { return this->timestamp < rhs.timestamp; }
bool operator==(const Snapshot &rhs) const { return this->timestamp == rhs.timestamp; }
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// The topmost snapshot represents the current state when going forward.
bool is_topmost() const;
// The topmost snapshot is not being serialized to the Undo / Redo stack until going back in time,
// when the top most state is being serialized, so we can redo back to the top most state.
bool is_topmost_captured() const { assert(this->is_topmost()); return model_id > 0; }
};
// Excerpt of Slic3r::GUI::Selection for serialization onto the Undo / Redo stack.
struct Selection : public Slic3r::ObjectBase {
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unsigned char mode;
std::vector<std::pair<size_t, size_t>> volumes_and_instances;
template<class Archive> void serialize(Archive &ar) { ar(mode, volumes_and_instances); }
};
class StackImpl;
class Stack
{
public:
// Stack needs to be initialized. An empty stack is not valid, there must be a "New Project" status stored at the beginning.
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// The first "New Project" snapshot shall not be removed.
Stack();
~Stack();
// Set maximum memory threshold. If the threshold is exceeded, least recently used snapshots are released.
void set_memory_limit(size_t memsize);
size_t get_memory_limit() const;
// Estimate size of the RAM consumed by the Undo / Redo stack.
size_t memsize() const;
// Release least recently used snapshots up to the memory limit set above.
void release_least_recently_used();
// Store the current application state onto the Undo / Redo stack, remove all snapshots after m_active_snapshot_time.
void take_snapshot(const std::string& snapshot_name, const Slic3r::Model& model, const Slic3r::GUI::Selection& selection, const Slic3r::GUI::GLGizmosManager& gizmos, const SnapshotData &snapshot_data);
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// To be queried to enable / disable the Undo / Redo buttons at the UI.
bool has_undo_snapshot() const;
bool has_redo_snapshot() const;
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// Roll back the time. If time_to_load is SIZE_MAX, the previous snapshot is activated.
// Undoing an action may need to take a snapshot of the current application state, so that redo to the current state is possible.
bool undo(Slic3r::Model& model, const Slic3r::GUI::Selection& selection, Slic3r::GUI::GLGizmosManager& gizmos, const SnapshotData &snapshot_data, size_t time_to_load = SIZE_MAX);
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// Jump forward in time. If time_to_load is SIZE_MAX, the next snapshot is activated.
bool redo(Slic3r::Model& model, Slic3r::GUI::GLGizmosManager& gizmos, size_t time_to_load = SIZE_MAX);
// Snapshot history (names with timestamps).
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// Each snapshot indicates start of an interval in which this operation is performed.
// There is one additional snapshot taken at the very end, which indicates the current unnamed state.
const std::vector<Snapshot>& snapshots() const;
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// Timestamp of the active snapshot. One of the snapshots of this->snapshots() shall have Snapshot::timestamp equal to this->active_snapshot_time().
// The snapshot time indicates start of an operation, which is finished at the time of the following snapshot, therefore
// the active snapshot is the successive snapshot. The same logic applies to the time_to_load parameter of undo() and redo() operations.
size_t active_snapshot_time() const;
// Temporary snapshot is active if the topmost snapshot is active and it has not been captured yet.
// In that case the Undo action will capture the last snapshot.
bool temp_snapshot_active() const;
// After load_snapshot() / undo() / redo() the selection is deserialized into a list of ObjectIDs, which needs to be converted
// into the list of GLVolume pointers once the 3D scene is updated.
const Selection& selection_deserialized() const;
private:
friend class StackImpl;
std::unique_ptr<StackImpl> pimpl;
};
}; // namespace UndoRedo
}; // namespace Slic3r
#endif /* slic3r_Utils_UndoRedo_hpp_ */