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#pragma once
#include "iundo.h"
#include <functional>
#include "BasicUndoMemento.h"
namespace undo
{
template<typename Copyable>
class ObservedUndoable :
public IUndoable
{
typedef std::function<void (const Copyable&)> ImportCallback;
typedef std::function<void()> RestoreFinishedCallback;
Copyable& _object;
ImportCallback _importCallback;
RestoreFinishedCallback _finishedCallback;
IUndoStateSaver* _undoStateSaver;
std::string _debugName;
public:
ObservedUndoable<Copyable>(Copyable& object, const ImportCallback& importCallback) :
ObservedUndoable(object, importCallback, RestoreFinishedCallback(), "")
{}
ObservedUndoable<Copyable>(Copyable& object, const ImportCallback& importCallback,
const RestoreFinishedCallback& finishedCallback, const std::string& debugName) :
_object(object),
_importCallback(importCallback),
_finishedCallback(finishedCallback),
_undoStateSaver(nullptr),
_debugName(debugName)
{}
void connectUndoSystem(IUndoSystem& undoSystem)
{
_undoStateSaver = undoSystem.getStateSaver(*this);
}
void disconnectUndoSystem(IUndoSystem& undoSystem)
{
_undoStateSaver = nullptr;
undoSystem.releaseStateSaver(*this);
}
// Returns true if this Undoable is connected to an UndoSystem
bool isConnected() const
{
return _undoStateSaver != nullptr;
}
IUndoSystem& getUndoSystem()
{
if (!_undoStateSaver) throw std::logic_error("ObservedUndoable node connected to any UndoSystem");
return _undoStateSaver->getUndoSystem();
}
void save()
{
if (_undoStateSaver != nullptr)
{
_undoStateSaver->saveState();
}
}
IUndoMementoPtr exportState() const override
{
return IUndoMementoPtr(new BasicUndoMemento<Copyable>(_object));
}
void importState(const IUndoMementoPtr& state) override
{
save();
_importCallback(std::static_pointer_cast<BasicUndoMemento<Copyable> >(state)->data());
}
void onOperationRestored() override
{
if (_finishedCallback)
{
_finishedCallback();
}
}
};
} // namespace
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