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Copyright (C) 2013 Ben Martin
This file is part of FontForge.
FontForge is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
FontForge is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with FontForge. If not, see <>.
For more details see the COPYING.gplv3 file in the root directory of this
#include <fontforge-config.h>
#include "baseviews.h"
#include "views.h"
extern int pref_collab_sessionJoinTimeoutMS;
extern int pref_collab_roundTripTimerMS;
* Sometimes code *might* have created a new undo in the process of a
* complex set of tests and nested calls. To help that code, the
* CVAddUndo() calls this function to inform the collab code that a
* new undo has infact been created.
* So the client code can just call sendRedo() and if there was no new
* undo created then nothing is sent to the collab session. On the
* other hand if an undo was created, then it will have called here
* during the process of being added to the undo stack, so the
* sendRedo() will send this new undo to ther server.
* A classic case for this chain of events is clicking on the charview
* canvas. If there was nothing selected and the user clicks on the
* background then there will be no new undo created. If the user
* picks a new node then there *will* be a new undo created. Either
* way, the client code can safely just call sendRedo() and if there
* was a new undo created it will be sent, if not then nothing will be
* sent.
extern void collabclient_CVPreserveStateCalled( CharViewBase *cv );
extern void collabclient_SCPreserveStateCalled( SplineChar *sc );
* Some parts of the system like charview's "undo" menu item might need
* to override this setting so that UI redraws happen by default.
extern void collabclient_setGeneratingUndoForWire( int v );
* If an undo takes place, it needs to know if it should repaint
* the window to reflect the changes. If collabclient_generatingUndoForWire
* returns true, then we don't really want to repaint just yet.
* Consider the process of events
* (a) User performs moving the top node in A left a bit
* (b) the collab code runs "undo" so it can get the redo information
* (c) the undo repaints the window
* (d) the redo info is sent to the server
* (e) delay
* (f) server publishes this redo to all clients (including us)
* (g) we "redo" the information from the server
* (h) the redo repaints the window
* We would give a better user experience if (c) doesn't happen. So
* the user doesn't see the older state appear and cancelled out again
* moments later.
* So an undo should check this function and
* if( collabclient_generatingUndoForWire() )
* {
* dont repaint UI
* }
extern int collabclient_generatingUndoForWire( CharViewBase *cv );
* Return >0 if this charview is part of a collab session
extern int collabclient_inSession( CharViewBase *cv );
extern int collabclient_inSessionFV( FontViewBase* fv );
* Get the state as a enum or string. This can tell the user if we
* have never connected, are running a local server, or are simply a
* client. Also we can let them know if we were once connected but are
* now disconnected.
extern enum collabState_t collabclient_getState( FontViewBase* fv );
extern const char* collabclient_stateToString( enum collabState_t s );