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UndoRedo.cs
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using System;
using System.Collections.Generic;
using System.Windows.Forms;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace KimeraCS
{
using static FrmSkeletonEditor;
using static FF7Skeleton;
using static FF7FieldSkeleton;
using static FF7FieldAnimation;
using static FF7PModel;
using static FF7BattleSkeleton;
using static FF7BattleAnimationsPack;
using static FF7BattleAnimation;
class UndoRedo
{
public static int iUndoBufferCapacity = 10;
private struct SkeletonState
{
public PModel URModel;
public FieldSkeleton URfSkeleton;
public BattleSkeleton URbSkeleton;
public FieldAnimation URfAnimation;
public BattleAnimationsPack URbAnimationsPack;
public int frameIndex, battleAnimIndex, weaponIndex, textureIndex;
public int URSelectedBone, URSelectedBonePiece;
public double URalpha, URbeta, URgamma, URDIST;
public float URpanX, URpanY, URpanZ;
}
private static SkeletonState[] UndoBuffer;
private static SkeletonState[] RedoBuffer;
public static int UndoCursor, RedoCursor;
public static void InitializeUndoRedo()
{
UndoBuffer = new SkeletonState[iUndoBufferCapacity];
RedoBuffer = new SkeletonState[iUndoBufferCapacity];
UndoCursor = 0;
RedoCursor = 0;
}
public static void AddStateToBuffer(FrmSkeletonEditor frmSkEditor)
{
int si;
if (UndoCursor < iUndoBufferCapacity)
{
StoreState(ref UndoBuffer[UndoCursor], frmSkEditor);
UndoCursor++;
}
else
{
for (si = 0; si < iUndoBufferCapacity - 1; si++)
{
UndoBuffer[si] = UndoBuffer[si + 1];
}
StoreState(ref UndoBuffer[UndoCursor - 1], frmSkEditor);
}
if (UndoCursor > 0) frmSkEditor.undoToolStripMenuItem.Enabled = true;
//RedoCursor = 0;
}
public static void Redo(FrmPEditor frmIn, FrmSkeletonEditor frmSkEditor)
{
int si;
if (frmIn != null && frmIn.Visible)
{
MessageBox.Show("Can't Redo while the editor window is visible.", "Information", MessageBoxButtons.OK);
return;
}
if (bLoaded)
{
if (RedoCursor > 0)
{
if (UndoCursor < iUndoBufferCapacity)
{
StoreState(ref UndoBuffer[UndoCursor], frmSkEditor);
UndoCursor++;
}
else
{
// If we've run out of space delete the oldest iteration
for (si = 0; si < iUndoBufferCapacity - 1; si++)
{
UndoBuffer[si] = UndoBuffer[si + 1];
}
StoreState(ref UndoBuffer[UndoCursor - 1], frmSkEditor);
}
RestoreState(ref RedoBuffer[RedoCursor - 1], frmSkEditor);
RedoCursor--;
}
}
if (RedoCursor == 0) frmSkEditor.redoToolStripMenuItem.Enabled = false;
frmSkEditor.undoToolStripMenuItem.Enabled = true;
}
public static void Undo(FrmPEditor frmIn, FrmSkeletonEditor frmSkEditor)
{
int si;
if (frmIn != null && frmIn.Visible)
{
MessageBox.Show("Can't Undo while the editor window is visible.", "Information", MessageBoxButtons.OK);
return;
}
if (bLoaded)
{
if (UndoCursor > 0)
{
if (RedoCursor < iUndoBufferCapacity)
{
StoreState(ref RedoBuffer[RedoCursor], frmSkEditor);
RedoCursor++;
}
else
{
// If we've run out of space delete the oldest iteration
for (si = 0; si < iUndoBufferCapacity - 1; si++)
{
RedoBuffer[si] = RedoBuffer[si + 1];
}
StoreState(ref RedoBuffer[RedoCursor - 1], frmSkEditor);
}
RestoreState(ref UndoBuffer[UndoCursor - 1], frmSkEditor);
UndoCursor--;
}
frmSkEditor.redoToolStripMenuItem.Enabled = true;
if (UndoCursor == 0) frmSkEditor.undoToolStripMenuItem.Enabled = false;
}
}
private static void RestoreState(ref SkeletonState sState, FrmSkeletonEditor frmSkEditor)
{
SelectedBone = sState.URSelectedBone;
SelectedBonePiece = sState.URSelectedBonePiece;
alpha = sState.URalpha;
beta = sState.URbeta;
gamma = sState.URgamma;
DIST = sState.URDIST;
panX = sState.URpanX;
panY = sState.URpanY;
panZ = sState.URpanZ;
switch (modelType)
{
case K_HRC_SKELETON:
fSkeleton = CopyfSkeleton(sState.URfSkeleton);
fAnimation = CopyfAnimation(sState.URfAnimation);
if (SelectedBone > -1)
{
frmSkEditor.SetBoneModifiers();
if (SelectedBonePiece > - 1)
{
frmSkEditor.SetBonePieceModifiers();
frmSkEditor.SetTextureEditorFields();
}
}
frmSkEditor.SetTextureEditorFields();
frmSkEditor.SetFrameEditorFields();
if (frmSkEditor.cbTextureSelect.Items.Count > 0)
frmSkEditor.cbTextureSelect.SelectedIndex = sState.textureIndex;
if (sState.frameIndex > fAnimation.nFrames)
frmSkEditor.tbCurrentFrameScroll.Value = fAnimation.nFrames - 1;
else
frmSkEditor.tbCurrentFrameScroll.Value = sState.frameIndex;
frmSkEditor.tbCurrentFrameScroll.Maximum = fAnimation.nFrames - 1;
break;
case K_AA_SKELETON:
case K_MAGIC_SKELETON:
bSkeleton = CopybSkeleton(sState.URbSkeleton);
bAnimationsPack = CopybAnimationsPack(sState.URbAnimationsPack);
if (SelectedBone > -1)
{
frmSkEditor.SetBoneModifiers();
if (SelectedBonePiece > -1) frmSkEditor.SetBonePieceModifiers();
}
frmSkEditor.SetTextureEditorFields();
frmSkEditor.SetFrameEditorFields();
if (frmSkEditor.cbBattleAnimation.Visible) frmSkEditor.cbBattleAnimation.SelectedIndex = sState.battleAnimIndex;
if (sState.frameIndex > sState.URbAnimationsPack.SkeletonAnimations[sState.battleAnimIndex].numFramesShort)
frmSkEditor.tbCurrentFrameScroll.Value = sState.URbAnimationsPack.SkeletonAnimations[sState.battleAnimIndex].numFramesShort - 1;
else
frmSkEditor.tbCurrentFrameScroll.Value = sState.frameIndex;
frmSkEditor.tbCurrentFrameScroll.Maximum = sState.URbAnimationsPack.SkeletonAnimations[sState.battleAnimIndex].numFramesShort - 1;
if (frmSkEditor.cbWeapon.Visible) frmSkEditor.cbWeapon.SelectedIndex = sState.weaponIndex;
frmSkEditor.cbTextureSelect.SelectedIndex = sState.textureIndex;
break;
case K_P_FIELD_MODEL:
case K_P_BATTLE_MODEL:
case K_P_MAGIC_MODEL:
case K_3DS_MODEL:
fPModel = CopyPModel(sState.URModel);
break;
}
}
private static void StoreState(ref SkeletonState sState, FrmSkeletonEditor frmSkEditor)
{
sState.URSelectedBone = SelectedBone;
sState.URSelectedBonePiece = SelectedBonePiece;
sState.URalpha = alpha;
sState.URbeta = beta;
sState.URgamma = gamma;
sState.URDIST = DIST;
sState.URpanX = panX;
sState.URpanY = panY;
sState.URpanZ = panZ;
switch (modelType)
{
case K_HRC_SKELETON:
sState.URfSkeleton = CopyfSkeleton(fSkeleton);
sState.URfAnimation = CopyfAnimation(fAnimation);
sState.textureIndex = frmSkEditor.cbTextureSelect.SelectedIndex;
sState.frameIndex = frmSkEditor.tbCurrentFrameScroll.Value;
break;
case K_AA_SKELETON:
case K_MAGIC_SKELETON:
sState.URbSkeleton = CopybSkeleton(bSkeleton);
sState.URbAnimationsPack = CopybAnimationsPack(bAnimationsPack);
sState.frameIndex = frmSkEditor.tbCurrentFrameScroll.Value;
sState.textureIndex = frmSkEditor.cbTextureSelect.SelectedIndex;
if (frmSkEditor.cbBattleAnimation.Visible) sState.battleAnimIndex = ianimIndex;
if (frmSkEditor.cbWeapon.Visible) sState.weaponIndex = ianimWeaponIndex;
break;
case K_P_FIELD_MODEL:
case K_P_BATTLE_MODEL:
case K_P_MAGIC_MODEL:
case K_3DS_MODEL:
sState.URModel = CopyPModel(fPModel);
break;
}
}
}
}