undo/redo for creating/deleting terrain types

This commit is contained in:
2025-06-03 13:37:56 -05:00
parent b18fe700fc
commit 1930eb7cc2
3 changed files with 64 additions and 8 deletions

View File

@@ -1301,23 +1301,45 @@ static bool handle_terpal_action(location cur_point, bool option_hit) {
return true;
}
if(option_hit) {
if(i == size_before - 1 && !scenario.is_ter_used(i))
scenario.ter_types.pop_back();
else if(i == size_before) {
// option-click the plus button: create a new row of terrains
if(i == size_before){
terrain_type_changes_t terrains;
scenario.ter_types.resize(size_before + 16);
for(; i < scenario.ter_types.size(); i++)
for(; i < scenario.ter_types.size(); i++){
scenario.ter_types[i].name = "New Terrain";
} else {
scenario.ter_types[i] = cTerrain();
scenario.ter_types[i].name = "Unused Terrain";
terrains.push_back(scenario.ter_types[i]);
}
undo_list.add(action_ptr(new aCreateDeleteTerrain(terrains)));
update_edit_menu();
}
else{
// option-click the last one and it's safe to delete: delete it
if(i == size_before - 1 && !scenario.is_ter_used(i)){
undo_list.add(action_ptr(new aCreateDeleteTerrain(false, scenario.ter_types.back())));
update_edit_menu();
scenario.ter_types.pop_back();
}
// option-click terrain that can't be deleted (because it would break other terrains' numbers, or is in use somewhere):
// reset type info
else{
scenario.ter_types[i] = cTerrain();
scenario.ter_types[i].name = "Unused Terrain";
}
}
} else {
// Click the plus button: create a new terrain and edit it immediately
if(i == size_before) {
scenario.ter_types.emplace_back();
scenario.ter_types.back().name = "New Terrain";
}
if(!edit_ter_type(i) && i == size_before && scenario.ter_types.back().name == "New Terrain")
if(!edit_ter_type(i) && i == size_before && scenario.ter_types.back().name == "New Terrain"){
// Canceled:
scenario.ter_types.pop_back();
}else{
undo_list.add(action_ptr(new aCreateDeleteTerrain(true, scenario.ter_types.back())));
update_edit_menu();
}
}
if(size_before / 16 > scenario.ter_types.size() / 16)
pos_before--;

View File

@@ -94,6 +94,22 @@ aCreateDeleteTown::~aCreateDeleteTown() {
if(isDone() == reversed) delete theTown;
}
bool aCreateDeleteTerrain::undo_me() {
// TODO if not in MODE_EDIT_TYPES, show it
for(cTerrain ter : terrains){
scenario.ter_types.pop_back();
}
return true;
}
bool aCreateDeleteTerrain::redo_me() {
// TODO if not in MODE_EDIT_TYPES, show it
for(cTerrain ter : terrains){
scenario.ter_types.push_back(ter);
}
return true;
}
bool aDrawTerrain::undo_me() {
cArea* cur_area = get_current_area();
for(auto change : changes){

View File

@@ -4,6 +4,9 @@
#include "location.hpp"
#include "tools/undo.hpp"
#include "scenario/town.hpp"
#include "scenario/scenario.hpp"
extern cScenario scenario;
struct area_ref_t {
bool is_town;
@@ -21,6 +24,7 @@ struct ter_change_t {
typedef std::map<location,ter_change_t,loc_compare> stroke_ter_changes_t;
typedef std::map<size_t, cTown::cItem> item_changes_t;
typedef std::map<size_t, cTownperson> creature_changes_t;
typedef std::vector<cTerrain> terrain_type_changes_t;
// Action that modified something in town or outdoor terrain, so we should show the modified area when undoing or redoing
class cTerrainAction : public cAction {
@@ -94,5 +98,19 @@ public:
~aCreateDeleteTown();
};
/// Action which adds new terrain type(s) to the end of the list, or deletes from the end of the list
class aCreateDeleteTerrain : public cAction {
terrain_type_changes_t terrains;
bool undo_me() override;
bool redo_me() override;
public:
aCreateDeleteTerrain(bool create, cTerrain terrain) :
cAction(create ? "Create Terrain Type" : "Delete Terrain Type", !create),
terrains({terrain}) {}
aCreateDeleteTerrain(terrain_type_changes_t terrains) :
cAction("Create Terrain Types", false),
terrains(terrains) {}
};
#endif