/
undo.lua
453 lines (315 loc) · 11.3 KB
/
undo.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
require ( "timer" )
require ( "net" )
module( "undo", package.seeall )
-- undo.Create("Wheel")
-- undo.AddEntity( axis )
-- undo.AddEntity( constraint )
-- undo.SetPlayer( self.Owner )
-- undo.Finish()
if ( CLIENT ) then
local ClientUndos = {}
local bIsDirty = true
--[[---------------------------------------------------------
GetTable
Returns the undo table for whatever reason
-----------------------------------------------------------]]
function GetTable()
return ClientUndos
end
--[[---------------------------------------------------------
UpdateUI
Actually updates the UI. Removes old controls and
re-creates them using the new data.
-----------------------------------------------------------]]
local function UpdateUI()
local Panel = controlpanel.Get( "Undo" )
if ( !Panel ) then return end
Panel:ClearControls()
Panel:AddControl( "Header", { Description = "#spawnmenu.utilities.undo.help" } )
local ComboBox = Panel:ListBox()
ComboBox:SetTall( 500 )
local NUM = 32
local Count = 0
for k, v in ipairs( ClientUndos ) do
local Item = ComboBox:AddItem( tostring( v.Name ) )
Item.DoClick = function() RunConsoleCommand( "gmod_undonum", tostring( v.Key ) ) end
Count = Count + 1
if ( Count > NUM ) then break end
end
end
--[[---------------------------------------------------------
AddUndo
Called from server. Adds a new undo to our UI
-----------------------------------------------------------]]
local function AddUndo()
local k = net.ReadInt(16);
local v = net.ReadString();
table.insert( ClientUndos, 1, { Key = k, Name = v } )
MakeUIDirty()
end
net.Receive( "Undo_AddUndo", AddUndo )
--[[---------------------------------------------------------
Undone
Called from server. Notifies us that one of our undos
has been undone or made redundant. We act by updating
out data (We wait until the UI is viewed until updating)
-----------------------------------------------------------]]
local function Undone()
local key = net.ReadInt(16);
local NewUndo = {}
local i = 1
for k, v in ipairs( ClientUndos ) do
if ( v.Key != key ) then
NewUndo [ i ] = v
i = i + 1
end
end
ClientUndos = NewUndo
NewUndo = nil
MakeUIDirty()
end
net.Receive( "Undo_Undone", Undone )
--[[---------------------------------------------------------
MakeUIDirty
Makes the UI dirty - it will re-create the controls
the next time it is viewed. We also take this opportun
-----------------------------------------------------------]]
function MakeUIDirty()
bIsDirty = true
end
--[[---------------------------------------------------------
CPanelPaint
Called when the inner panel of the undo CPanel is painted
We hook onto this to determine when the panel is viewed.
When it's viewed we update the UI if it's marked as dirty
-----------------------------------------------------------]]
local function CPanelUpdate( panel )
-- This is kind of a shitty way of doing it - but we only want
-- to update the UI when it's visible.
if ( bIsDirty ) then
-- Doing this in a timer so it calls it in a sensible place
-- Calling in the paint function could cause all kinds of problems
-- It's a hack but hey welcome to GMod!
timer.Simple( 0, UpdateUI )
bIsDirty = false
end
end
--[[---------------------------------------------------------
SetupUI
Adds a hook (CPanelPaint) to the control panel paint
function so we can determine when it is being drawn.
-----------------------------------------------------------]]
function SetupUI()
local UndoPanel = controlpanel.Get( "Undo" )
if (!UndoPanel) then return end
-- Panels only think when they're visible
UndoPanel.Think = CPanelUpdate
end
hook.Add( "PostReloadToolsMenu", "BuildUndoUI", SetupUI )
end
if (!SERVER) then return end
local PlayerUndo = {}
-- PlayerUndo
-- - Player UniqueID
-- - Undo Table
-- - Name
-- - Entities (table of ents)
-- - Owner (player)
local Current_Undo = nil
util.AddNetworkString("Undo_Undone")
util.AddNetworkString("Undo_AddUndo")
--[[---------------------------------------------------------
GetTable
Returns the undo table for whatever reason
-----------------------------------------------------------]]
function GetTable()
return PlayerUndo
end
--[[---------------------------------------------------------
GetTable
Save/Restore the undo tavles
-----------------------------------------------------------]]
local function Save( save )
saverestore.WriteTable( PlayerUndo, save )
end
local function Restore( restore )
PlayerUndo = saverestore.ReadTable( restore )
end
saverestore.AddSaveHook( "UndoTable", Save )
saverestore.AddRestoreHook( "UndoTable", Restore )
--[[---------------------------------------------------------
Start a new undo
-----------------------------------------------------------]]
function Create( text )
Current_Undo = {}
Current_Undo.Name = text
Current_Undo.Entities = {}
Current_Undo.Owner = nil
Current_Undo.Functions = {}
end
--[[---------------------------------------------------------
Adds an entity to this undo (The entity is removed on undo)
-----------------------------------------------------------]]
function SetCustomUndoText( CustomUndoText )
if ( !Current_Undo ) then return end
Current_Undo.CustomUndoText = CustomUndoText
end
--[[---------------------------------------------------------
Adds an entity to this undo (The entity is removed on undo)
-----------------------------------------------------------]]
function AddEntity( ent )
if ( Current_Undo == nil ) then return end
if ( !ent ) then return end
if ( !ent:IsValid() ) then return end
table.insert( Current_Undo.Entities, ent )
end
--[[---------------------------------------------------------
Add a function to call to this undo
-----------------------------------------------------------]]
function AddFunction( func, ... )
if ( Current_Undo == nil ) then return end
if ( !func ) then return end
table.insert( Current_Undo.Functions, { func, {...} } )
end
--[[---------------------------------------------------------
Replace Entity
-----------------------------------------------------------]]
function ReplaceEntity( from, to )
local ActionTaken = false
for _, PlayerTable in pairs(PlayerUndo) do
for _, UndoTable in pairs(PlayerTable) do
if ( UndoTable.Entities ) then
for key, ent in pairs( UndoTable.Entities ) do
if ( ent == from ) then
UndoTable.Entities[ key ] = to
ActionTaken = true
end
end
end
end
end
return ActionTaken
end
--[[---------------------------------------------------------
Sets who's undo this is
-----------------------------------------------------------]]
function SetPlayer( player )
if (Current_Undo == nil) then return end
if ( !player || !player:IsValid() ) then return end
Current_Undo.Owner = player
end
--[[---------------------------------------------------------
SendUndoneMessage
Sends a message to notify the client that one of their
undos has been removed. They can then update their GUI.
-----------------------------------------------------------]]
local function SendUndoneMessage( ent, id, ply )
if (!ply || !ply:IsValid()) then return end
-- For further optimization we could queue up the ids and send them
-- in one batch ever 0.5 seconds or something along those lines.
net.Start( "Undo_Undone" )
net.WriteInt( id, 16 )
net.Send( ply )
end
--[[---------------------------------------------------------
Finish
-----------------------------------------------------------]]
function Finish( NiceText )
if (Current_Undo == nil) then return end
if (Current_Undo.Owner == nil) then return end
if (!Current_Undo.Owner:IsValid()) then return end
local index = Current_Undo.Owner:UniqueID()
PlayerUndo[ index ] = PlayerUndo[ index ] or {}
local id = table.insert( PlayerUndo[ index ], Current_Undo )
NiceText = NiceText or Current_Undo.Name
net.Start( "Undo_AddUndo" )
net.WriteInt( id, 16 )
net.WriteString( NiceText )
net.Send( Current_Undo.Owner )
-- Have one of the entities in the undo tell us when it gets undone.
if ( Current_Undo.Entities[1] ) then
local ent = Current_Undo.Entities[ 1 ]
ent:CallOnRemove( "undo"..id, SendUndoneMessage, id, Current_Undo.Owner )
end
Current_Undo = nil
end
--[[---------------------------------------------------------
Undos an undo
-----------------------------------------------------------]]
function Do_Undo( undo )
if ( !undo ) then return false end
local count = 0
-- Call each function
if ( undo.Functions ) then
for index, func in pairs( undo.Functions ) do
func[1]( undo, unpack(func[2]) )
count = count + 1
end
end
-- Remove each entity in this undo
if ( undo.Entities ) then
for index, entity in pairs( undo.Entities ) do
if ( entity:IsValid() ) then
entity:Remove()
count = count + 1
end
end
end
if (count > 0) then
if ( undo.CustomUndoText ) then
undo.Owner:SendLua( "GAMEMODE:OnUndo( '"..undo.Name.."', '"..undo.CustomUndoText.."' )" )
else
undo.Owner:SendLua( "GAMEMODE:OnUndo( '"..undo.Name.."' )" )
end
end
return count;
end
--[[---------------------------------------------------------
Console command
-----------------------------------------------------------]]
local function CC_UndoLast( pl, command, args )
local index = pl:UniqueID()
PlayerUndo[ index ] = PlayerUndo[ index ] or {}
local last = nil
local lastk = nil
for k, v in pairs( PlayerUndo[ index ] ) do
lastk = k
last = v
end
-- No undos
if (!last) then return end
-- This is quite messy, but if the player rejoined the server
-- 'Owner' might no longer be a valid entity. So replace the Owner
-- with the player that is doing the undoing
last.Owner = pl
local count = Do_Undo( last )
net.Start( "Undo_Undone" )
net.WriteInt( lastk, 16 )
net.Send( pl )
PlayerUndo[ index ][ lastk ] = nil
-- If our last undo object is already deleted then compact
-- the undos until we hit one that does something
if ( count == 0 ) then
CC_UndoLast( pl )
end
end
--[[---------------------------------------------------------
Console command
-----------------------------------------------------------]]
local function CC_UndoNum( pl, command, args )
if (!args[1]) then return end
local index = pl:UniqueID()
PlayerUndo[ index ] = PlayerUndo[ index ] or {}
local UndoNum = tonumber( args[1] )
-- Delete the undo whatever happens
--umsg.Start( "Undone", pl )
-- umsg.Long( UndoNum )
--umsg.End()
if ( !PlayerUndo[ index ][ UndoNum ] ) then return end
-- Undo!
Do_Undo( PlayerUndo[ index ][ UndoNum ] )
PlayerUndo[ index ][ UndoNum ] = nil
end
concommand.Add("undo", CC_UndoLast, nil, "", { FCVAR_DONTRECORD } )
concommand.Add("gmod_undo", CC_UndoLast, nil, "", { FCVAR_DONTRECORD } )
concommand.Add("gmod_undonum", CC_UndoNum, nil, "", { FCVAR_DONTRECORD } )