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UndoManager.cs
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/
UndoManager.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using HarmonyLib;
namespace Jotunn.Managers
{
/// <summary>
/// Manager for handling undo and redo actions in mods. Can handle multiple undo queues.<br/>
/// Mods can make their own UndoActions using the provided <see cref="IUndoAction">interface</see>
/// or use the default ones Jötunn provides in <see cref="Jotunn.Utils.UndoActions"/>.<br />
/// Undo queues get automatically reset on every login and logout.
/// </summary>
public class UndoManager : IManager
{
/// <summary>
/// Interface for actions which can be added to the undo queue.
/// </summary>
public interface IUndoAction
{
/// <summary>
/// Description of this action to show on the queue's history.
/// </summary>
string Description();
/// <summary>
/// Code to revert whatever was executed.
/// </summary>
void Undo();
/// <summary>
/// Code to replay whatever was executed.
/// </summary>
void Redo();
/// <summary>
/// Message being displayed after a successful undo.
/// </summary>
string UndoMessage();
/// <summary>
/// Message being displayed after a successful redo.
/// </summary>
string RedoMessage();
}
private static UndoManager _instance;
/// <summary>
/// The singleton instance of this manager.
/// </summary>
public static UndoManager Instance => _instance ??= new UndoManager();
/// <summary>
/// Hide .ctor
/// </summary>
private UndoManager() { }
static UndoManager()
{
((IManager)Instance).Init();
}
/// <summary>
/// Container to hold all Queues.
/// </summary>
private readonly Dictionary<string, UndoQueue> Queues = new Dictionary<string, UndoQueue>();
/// <summary>
/// Registers all hooks.
/// </summary>
void IManager.Init()
{
Main.LogInit("UndoManager");
Main.Harmony.PatchAll(typeof(Patches));
}
private static class Patches
{
[HarmonyPatch(typeof(ZNetScene), nameof(ZNetScene.Awake)), HarmonyPrefix, HarmonyPriority(Priority.First)]
private static void ClearUndoQueuesBefore(ZNetScene __instance)
{
foreach (var queuesValue in Instance.Queues.Values)
{
queuesValue.Reset();
}
}
[HarmonyPatch(typeof(ZNetScene), nameof(ZNetScene.Shutdown)), HarmonyPostfix, HarmonyPriority(Priority.Last)]
private static void ClearUndoQueuesAfter(ZNetScene __instance)
{
foreach (var queuesValue in Instance.Queues.Values)
{
queuesValue.Reset();
}
}
}
/// <summary>
/// Add a message to the console or in the player HUD
/// </summary>
/// <param name="message"></param>
/// <param name="priority"></param>
private static void AddMessage(string message, bool priority = true)
{
if (Console.IsVisible())
{
Console.instance.AddString(message);
}
var hud = MessageHud.instance;
var player = Player.m_localPlayer;
if (!(player || hud))
{
return;
}
if (priority)
{
var items = hud.m_msgQeue.ToArray();
hud.m_msgQeue.Clear();
player.Message(MessageHud.MessageType.TopLeft, message);
foreach (var item in items)
{
hud.m_msgQeue.Enqueue(item);
}
hud.m_msgQueueTimer = 10f;
}
else
{
player.Message(MessageHud.MessageType.TopLeft, message);
}
}
/// <summary>
/// Manually create a new queue by name and return it. If the queue already exists
/// no new queue is created but the existing is returned.
/// </summary>
/// <param name="queueName">Global name of the queue</param>
/// <param name="maxSteps">Optionally define the max history capacity of a newly generated queue</param>
/// <returns>The <see cref="UndoQueue"/> with the given name</returns>
public UndoQueue CreateQueue(string queueName, int maxSteps = 50)
{
if (!Queues.TryGetValue(queueName, out var queue))
{
queue = new UndoQueue(queueName, maxSteps);
Queues.Add(queueName, queue);
}
return queue;
}
/// <summary>
/// Get a list of all current undo queues.
/// </summary>
/// <returns>List of all registered queue names</returns>
public List<string> GetQueueNames() => Queues.Keys.OrderBy(x => x).ToList();
/// <summary>
/// Get a queue by name. Creates a new queue if it does not exist.
/// </summary>
/// <param name="queueName">Global name of the queue</param>
/// <returns>The <see cref="UndoQueue"/> with the given name</returns>
public UndoQueue GetQueue(string queueName)
{
if (!Queues.TryGetValue(queueName, out var queue))
{
queue = new UndoQueue(queueName);
Queues.Add(queueName, queue);
}
return queue;
}
/// <summary>
/// Add a new action to a queue.<br/>
/// If a queue with the provided name does not exist it is automatically created.
/// </summary>
/// <param name="queueName">Global name of the queue</param>
/// <param name="action">Mod provided action which can undo and redo whatever was executed</param>
public void Add(string queueName, IUndoAction action) => GetQueue(queueName).Add(action);
/// <summary>
/// Execute the undo action of the item at the queue's current position and decrease the position pointer.<br/>
/// If a queue with the provided name does not exist it is automatically created.
/// </summary>
/// <param name="queueName">Global name of the queue</param>
/// <returns>true if an action was undone, false if no actions exist or the action failed</returns>
public bool Undo(string queueName) => GetQueue(queueName).Undo();
/// <summary>
/// Execute the redo action of the item after the queue's current position and increase the position pointer.<br/>
/// If a queue with the provided name does not exist it is automatically created.
/// </summary>
/// <param name="queueName">Global name of the queue</param>
/// <returns>true if an action was redone, false if no actions exist or the action failed</returns>
public bool Redo(string queueName) => GetQueue(queueName).Redo();
/// <summary>
/// Undo queue implementation.
/// </summary>
public class UndoQueue
{
private readonly string Name;
private readonly int MaxSteps;
private List<IUndoAction> History = new List<IUndoAction>();
private int Index = -1;
private bool Executing = false;
internal UndoQueue(string name)
{
Name = name;
MaxSteps = 50;
}
internal UndoQueue(string name, int maxSteps)
{
if (maxSteps <= 0 || maxSteps >= 100)
{
throw new ArgumentOutOfRangeException(nameof(maxSteps));
}
Name = name;
MaxSteps = maxSteps;
}
/// <summary>
/// Add a new action to this queue.
/// </summary>
/// <param name="action">Mod provided action which can undo and redo whatever was executed</param>
public void Add(IUndoAction action)
{
// During undo/redo more steps won't be added.
if (Executing)
{
return;
}
if (History.Count > MaxSteps - 1)
{
History = History.Skip(History.Count - MaxSteps + 1).ToList();
}
if (Index < History.Count - 1)
{
History = History.Take(Index + 1).ToList();
}
History.Add(action);
Index = History.Count - 1;
}
/// <summary>
/// Execute the undo action of the item at the queue's current position and decrease the position pointer.
/// </summary>
/// <returns>true if an action was undone, false if no actions exist or the action failed</returns>
public bool Undo()
{
if (Index < 0)
{
AddMessage("Nothing to undo.");
return false;
}
bool ret = true;
Executing = true;
try
{
History[Index].Undo();
AddMessage(History[Index].UndoMessage());
}
catch (Exception e)
{
Logger.LogWarning($"Exception thrown at index {Index} in queue {Name}:\n{e}");
ret = false;
}
Index--;
Executing = false;
return ret;
}
/// <summary>
/// Execute the redo action of the item after the queue's current position and increase the position pointer.
/// </summary>
/// <returns>true if an action was redone, false if no actions exist or the action failed</returns>
public bool Redo()
{
if (Index < History.Count - 1)
{
bool ret = true;
Executing = true;
Index++;
try
{
History[Index].Redo();
AddMessage(History[Index].RedoMessage());
}
catch (Exception e)
{
Logger.LogWarning($"Exception thrown at index {Index} in queue {Name}:\n{e}");
ret = false;
}
Executing = false;
return ret;
}
AddMessage("Nothing to redo.");
return false;
}
/// <summary>
/// Reset the queue's history and position pointer to its initial state.
/// </summary>
public void Reset()
{
History.Clear();
Index = -1;
Executing = false;
}
/// <summary>
/// Get this queue's current position index, -1 when empty.
/// </summary>
public int GetIndex() => Index;
/// <summary>
/// Get a string array of this queue's current history.
/// </summary>
public string[] GetHistory() => History.Select(x => x.Description()).ToArray();
/// <inheritdoc/>
public override string ToString()
{
StringBuilder sb = new StringBuilder();
sb.AppendLine($"Queue \"{Name}\"");
if (Index < 0)
{
sb.AppendLine("Empty!");
}
else
{
int idx = 0;
foreach (var action in History)
{
sb.AppendLine($"[{idx:00}{(Index==idx?"*":" ")}] {action.Description()}");
++idx;
}
}
return sb.ToString();
}
}
}
}