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//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
//
// Maya Undo helper, use it like this
//
// class CMyCmd : MPxCommand
// {
// // ... regular stuff ... //
//
// ValveMaya::CUndo m_undo;
// };
//
// MStatus CMyCmd::doIt( const MArgList &mArgList )
// {
// m_undo.SetArgList( Syntax(), mArgList );
// }
//
// MStatus CMyCmd::redoIt( const MArgList &mArgList )
// {
// // Get at command line args
// m_undo.ArgDatabase().isFlagSet( ... );
//
// // Do operations
// m_undo.SaveCurrentSelection();
// m_undo.DagModifier().createNode( ... );
// m_undo.DagModifierDoIt();
// m_undo.SetAttr( mPlug, value );
//
// /// etc ...
// }
//
// MStatus CMyCmd::undoIt( const MArgList &mArgList )
// {
// m_undo.Undo();
// }
//
// bool CMyCmd::isUndoable()
// {
// return m_undo.IsUndoable();
// }
//
// If there's a need to get fancy, any of the CUndoOp* classes can be
// constructed via 'new' and a boost::shared_ptr< CUndoOp > constructed
// with that pointed can be passed to CUndo::Push(). Note that means
// that the pointer will be managed by boost::shared_ptr so if the
// lifetime of the data needs to be controlled by the caller (it shouldn't)
// then a shared_ptr should be kept
//
// Setting the ArgList and using ArgDatabase doesn't affect the undo/redo
// ability but it's a convnient place to keep that data
//
//=============================================================================
#ifndef VALVEMAYA_UNDO_H
#define VALVEMAYA_UNDO_H
#if defined( _WIN32 )
#pragma once
#endif
// Standard includes
// Maya includes
#include <maya/MArgDatabase.h>
#include <maya/MArgList.h>
#include <maya/MDagModifier.h>
#include <maya/MDagPath.h>
#include <maya/MObject.h>
#include <maya/MPlug.h>
#include <maya/MSelectionList.h>
#include <maya/MStatus.h>
#include <maya/MString.h>
#include <maya/MSyntax.h>
#include <maya/MTransformationMatrix.h>
// Valve includes
#include "tier1/utlstack.h"
namespace ValveMaya
{
// Forward declarations
class CUndoOp;
//=============================================================================
//
//
// CUndo: Undo stack manager class
//
//
//=============================================================================
class CUndo
{
public:
CUndo();
~CUndo();
void Clear();
MStatus SetArgList(
const MSyntax &mSyntax,
const MArgList &mArgList );
const MArgDatabase &ArgDatabase();
void SaveCurrentSelection();
MDagModifier &DagModifier();
MStatus DagModifierDoIt();
MStatus Connect(
const MPlug &srcP,
const MPlug &dstP,
bool force = false );
bool SetAttr(
MPlug &mPlug,
MObject &val );
bool SetAttr(
MPlug &mPlug,
double val );
bool Lock(
MPlug &mPlug,
bool lock );
void NodeCreated( MObject &nodeObject );
void Push(
CUndoOp *pUndoOp );
bool IsUndoable() const;
MStatus Undo();
protected:
MArgDatabase *m_pArgDatabase;
CUtlStack< CUndoOp * > m_undoStack;
};
//=============================================================================
//
//
// CUndoOp: Undo stack member abstract base class
//
//
//=============================================================================
class CUndoOp
{
public:
virtual ~CUndoOp()
{
}
virtual void Undo() = 0;
};
//=============================================================================
//
//
// CUndoOpDagModifier: Undo stack member Dag Modifier class
//
//
//=============================================================================
class CUndoOpDagModifier : public CUndoOp
{
public:
virtual ~CUndoOpDagModifier()
{
}
virtual void Undo()
{
m_mDagModifier.undoIt();
}
protected:
friend class CUndo;
MDagModifier m_mDagModifier;
};
//=============================================================================
//
//
// CUndoOpSetAttr: Undo stack member for setting attributes
//
//
//=============================================================================
class CUndoOpSetAttr : public CUndoOp
{
public:
CUndoOpSetAttr(
MPlug &mPlug,
MObject &mObjectVal );
CUndoOpSetAttr(
MPlug &mPlug,
double numericVal );
virtual ~CUndoOpSetAttr()
{
}
virtual void Undo();
protected:
MPlug m_mPlug;
MObject m_mObjectVal;
double m_numericVal;
const bool m_numeric;
private:
// Visual C++ is retarded - tell it there's no assignment operator
CUndoOpSetAttr &operator=( const CUndoOpSetAttr &rhs );
};
//=============================================================================
//
//
// CUndoOpSelection: Undo stack member for changing selection
//
//
//=============================================================================
class CUndoOpSelection : public CUndoOp
{
public:
CUndoOpSelection();
virtual ~CUndoOpSelection()
{
}
virtual void Undo();
protected:
MSelectionList m_mSelectionList;
};
//=============================================================================
//
//
// CUndoOpSelection: Undo stack member for locking and unlocking attributes
//
//
//=============================================================================
class CUndoOpLock : public CUndoOp
{
public:
CUndoOpLock(
MPlug &mPlug,
bool lock );
virtual ~CUndoOpLock()
{
}
virtual void Undo();
protected:
MPlug m_mPlug;
const bool m_locked;
private:
// Visual C++ is retarded - tell it there's no assignment operator
CUndoOpLock &operator=( const CUndoOpLock &rhs );
};
//=============================================================================
//
//=============================================================================
class CUndoOpResetRestPosition : public CUndoOp
{
public:
CUndoOpResetRestPosition(
const MDagPath &mDagPath );
virtual ~CUndoOpResetRestPosition()
{
}
virtual void Undo();
protected:
const MDagPath m_mDagPath;
MTransformationMatrix m_matrix;
};
//=============================================================================
// For node creation via something like MFnMesh::create, etc..
//=============================================================================
class CUndoOpNodeCreated : public CUndoOp
{
public:
CUndoOpNodeCreated(
MObject &mObject );
virtual ~CUndoOpNodeCreated()
{
}
virtual void Undo();
protected:
MObject m_nodeObject;
};
}
#endif // VALVEMAYA_UNDO_H