PrimeWorldEditor/src/Editor/IEditor.cpp

149 lines
3.8 KiB
C++

#include "IEditor.h"
#include "Editor/Undo/IUndoCommand.h"
#include <QMenu>
#include <QMessageBox>
#include <QToolBar>
IEditor::IEditor(QWidget* pParent)
: QMainWindow(pParent)
{
// Register the editor window
gpEdApp->AddEditor(this);
// Create undo actions
QAction *pUndoAction = mUndoStack.createUndoAction(this);
QAction *pRedoAction = mUndoStack.createRedoAction(this);
pUndoAction->setShortcut(QKeySequence::Undo);
pRedoAction->setShortcut(QKeySequence::Redo);
pUndoAction->setIcon(QIcon(":/icons/Undo.svg"));
pRedoAction->setIcon(QIcon(":/icons/Redo.svg"));
mUndoActions.push_back(pUndoAction);
mUndoActions.push_back(pRedoAction);
connect(&mUndoStack, SIGNAL(indexChanged(int)), this, SLOT(OnUndoStackIndexChanged()));
}
QUndoStack& IEditor::UndoStack()
{
return mUndoStack;
}
void IEditor::AddUndoActions(QToolBar* pToolBar, QAction* pBefore /*= 0*/)
{
pToolBar->insertActions(pBefore, mUndoActions);
}
void IEditor::AddUndoActions(QMenu* pMenu, QAction* pBefore /*= 0*/)
{
pMenu->insertActions(pBefore, mUndoActions);
}
bool IEditor::CheckUnsavedChanges()
{
// Check whether the user has unsaved changes, return whether it's okay to clear the scene
bool OkToClear = !isWindowModified();
if (!OkToClear)
{
int Result = QMessageBox::warning(this, "Save", "You have unsaved changes. Save?", QMessageBox::Yes, QMessageBox::No, QMessageBox::Cancel);
if (Result == QMessageBox::Yes)
OkToClear = Save();
else if (Result == QMessageBox::No)
{
mUndoStack.setIndex(0); // Revert all changes
OkToClear = true;
}
else if (Result == QMessageBox::Cancel)
OkToClear = false;
}
return OkToClear;
}
/** QMainWindow overrides */
void IEditor::closeEvent(QCloseEvent* pEvent)
{
if (CheckUnsavedChanges())
{
mUndoStack.clear();
pEvent->accept();
emit Closed();
}
else
{
pEvent->ignore();
}
}
/** Non-virtual slots */
bool IEditor::SaveAndRepack()
{
if (Save())
{
gpEdApp->CookAllDirtyPackages();
return true;
}
else return false;
}
void IEditor::OnUndoStackIndexChanged()
{
// Check the commands that have been executed on the undo stack and find out whether any of them affect the clean state.
// This is to prevent commands like select/deselect from altering the clean state.
int CurrentIndex = mUndoStack.index();
int CleanIndex = mUndoStack.cleanIndex();
if (CleanIndex == -1)
{
if (!isWindowModified())
mUndoStack.setClean();
return;
}
if (CurrentIndex == CleanIndex)
setWindowModified(false);
else
{
bool IsClean = true;
int LowIndex = (CurrentIndex > CleanIndex ? CleanIndex : CurrentIndex);
int HighIndex = (CurrentIndex > CleanIndex ? CurrentIndex - 1 : CleanIndex - 1);
for (int i = LowIndex; i <= HighIndex; i++)
{
const QUndoCommand *pkQCmd = mUndoStack.command(i);
if (const IUndoCommand* pkCmd = dynamic_cast<const IUndoCommand*>(pkQCmd))
{
if (pkCmd->AffectsCleanState())
IsClean = false;
}
else if (pkQCmd->childCount() > 0)
{
for (int ChildIdx = 0; ChildIdx < pkQCmd->childCount(); ChildIdx++)
{
const IUndoCommand *pkCmd = static_cast<const IUndoCommand*>(pkQCmd->child(ChildIdx));
if (pkCmd->AffectsCleanState())
{
IsClean = false;
break;
}
}
}
if (!IsClean) break;
}
setWindowModified(!IsClean);
}
}