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* Ignore Clipper, libpng, mcut and Boost.Polygon Internals in clang-tidy Each only works through a wrapper or umbrella header: libslic3r/clipper.hpp or clipper_z.hpp configure Clipper before including it, png.h pulls in libpng's config headers, and Boost.Polygon's headers only compile through polygon.hpp or voronoi.hpp. * Ignore minilzo's Config Headers in clang-tidy lzoconf.h and lzodefs.h are internal to minilzo.h, which is what the code includes. * Add Missing Includes Across the Remaining Sources and Tests Covers src/slic3r/Utils, src/slic3r/plugin, src/slic3r/Config, src/libvgcode, src/dev-utils, src/OrcaSlicer.cpp and tests/, the directories left after src/slic3r/GUI and src/libslic3r. Generated with clang-tidy misc-include-cleaner. libvgcode's own headers are included by relative path as in the rest of that library, and Catch2 and pybind11 with angle brackets as elsewhere in the repo. * Make the GUI and Test Headers Compile on Their Own Each now includes, or forward-declares, what it uses instead of relying on what its includers happened to include first. Headers that only compile on one platform, or that nothing built includes, are left alone. * Keep Windows and nanosvg Setup Ahead of the Added Includes OrcaSlicer.cpp and several tests set _WIN32_WINNT, WIN32_LEAN_AND_MEAN or NOMINMAX before including Windows.h, and the profile validator defines NANOSVG_IMPLEMENTATION before any libslic3r header. The added includes had landed above those blocks, which broke the Windows build. * Add the GUI Includes the First Pass Missed Covers headers that only became editable once they compiled on their own, and wx symbols whose suggested header changed as the clang-tidy ignore list grew after the src/slic3r/GUI pass. * Keep the Added Test Includes Below the NOMINMAX Guard test_marchingsquares.cpp and test_texture_displacement.cpp had includes inside #ifndef NOMINMAX, which the tests inherit as defined on Windows from libslic3r, so those were skipped there. .clang-tidy also ignores the MSVC STL and UCRT internals, Boost.Multiprecision's fwd.hpp and CPython's Windows include directory, as in #16068.
197 lines
8.2 KiB
C++
197 lines
8.2 KiB
C++
#ifndef slic3r_Utils_UndoRedo_hpp_
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#define slic3r_Utils_UndoRedo_hpp_
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#include <algorithm>
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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#include <string>
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#include <utility>
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#include <vector>
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#include <cassert>
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#include <libslic3r/ObjectID.hpp>
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#include <libslic3r/Config.hpp>
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typedef double coordf_t;
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typedef std::pair<coordf_t, coordf_t> t_layer_height_range;
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namespace Slic3r {
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class Model;
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namespace GUI {
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class Selection;
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class GLGizmosManager;
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class PartPlateList;
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class PartPlate;
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} // namespace GUI
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namespace UndoRedo {
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enum class SnapshotType : unsigned char {
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// Some action modifying project state, outside any EnteringGizmo / LeavingGizmo interval.
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Action,
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// Some action modifying project state, inside some EnteringGizmo / LeavingGizmo interval.
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GizmoAction,
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// Selection change at the Plater.
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Selection,
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// New project, Reset project, Load project ...
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ProjectSeparator,
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// Entering a Gizmo, which opens a secondary Undo / Redo stack.
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EnteringGizmo,
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// Leaving a Gizmo, which closes a secondary Undo / Redo stack.
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// No action modifying a project state was done between EnteringGizmo / LeavingGizmo.
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LeavingGizmoNoAction,
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// Leaving a Gizmo, which closes a secondary Undo / Redo stack.
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// Some action modifying a project state was done between EnteringGizmo / LeavingGizmo.
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LeavingGizmoWithAction,
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};
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// Data structure to be stored with each snapshot.
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// Storing short data (bit masks, ints) with each snapshot instead of being serialized into the Undo / Redo stack
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// is likely cheaper in term of both the runtime and memory allocation.
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// Also the SnapshotData is available without having to deserialize the snapshot from the Undo / Redo stack,
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// which may be handy sometimes.
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struct SnapshotData
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{
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SnapshotType snapshot_type;
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PrinterTechnology printer_technology { ptUnknown };
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// Bitmap of Flags (see the Flags enum).
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unsigned int flags { 0 };
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int layer_range_idx { -1 };
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// Bitmask of various binary flags to be stored with the snapshot.
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enum Flags {
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VARIABLE_LAYER_EDITING_ACTIVE = 1,
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SELECTED_SETTINGS_ON_SIDEBAR = 2,
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SELECTED_LAYERROOT_ON_SIDEBAR = 4,
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SELECTED_LAYER_ON_SIDEBAR = 8,
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RECALCULATE_SLA_SUPPORTS = 16
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};
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};
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struct Snapshot
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{
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Snapshot(size_t timestamp) : timestamp(timestamp) {}
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Snapshot(const std::string &name, size_t timestamp, size_t model_id, const SnapshotData &snapshot_data) :
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name(name), timestamp(timestamp), model_id(model_id), snapshot_data(snapshot_data) {}
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std::string name;
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size_t timestamp;
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size_t model_id;
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SnapshotData snapshot_data;
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bool operator< (const Snapshot &rhs) const { return this->timestamp < rhs.timestamp; }
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bool operator==(const Snapshot &rhs) const { return this->timestamp == rhs.timestamp; }
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// The topmost snapshot represents the current state when going forward.
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bool is_topmost() const;
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// The topmost snapshot is not being serialized to the Undo / Redo stack until going back in time,
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// when the top most state is being serialized, so we can redo back to the top most state.
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bool is_topmost_captured() const { assert(this->is_topmost()); return model_id > 0; }
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};
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// BBS: moved from UndoRedo.cpp
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// If a snapshot modifies the snapshot type,
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inline bool snapshot_modifies_project(SnapshotType type)
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{
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return type == SnapshotType::Action || type == SnapshotType::GizmoAction || type == SnapshotType::ProjectSeparator;
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}
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inline bool snapshot_modifies_project(const Snapshot &snapshot)
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{
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return snapshot_modifies_project(snapshot.snapshot_data.snapshot_type) && (snapshot.name.empty() || snapshot.name.back() != '!');
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}
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// Excerpt of Slic3r::GUI::Selection for serialization onto the Undo / Redo stack.
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struct Selection : public Slic3r::ObjectBase {
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void clear() { mode = 0; volumes_and_instances.clear(); }
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unsigned char mode = 0;
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std::vector<std::pair<size_t, size_t>> volumes_and_instances;
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template<class Archive> void serialize(Archive &ar) { ar(mode, volumes_and_instances); }
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};
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class StackImpl;
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class Stack
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{
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public:
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// Stack needs to be initialized. An empty stack is not valid, there must be a "New Project" status stored at the beginning.
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// The first "New Project" snapshot shall not be removed.
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Stack();
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~Stack();
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void clear();
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bool empty() const;
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// Set maximum memory threshold. If the threshold is exceeded, least recently used snapshots are released.
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void set_memory_limit(size_t memsize);
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size_t get_memory_limit() const;
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// Estimate size of the RAM consumed by the Undo / Redo stack.
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size_t memsize() const;
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// Release least recently used snapshots up to the memory limit set above.
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void release_least_recently_used();
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// Store the current application state onto the Undo / Redo stack, remove all snapshots after m_active_snapshot_time.
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void take_snapshot(const std::string& snapshot_name, const Slic3r::Model& model, const Slic3r::GUI::Selection& selection, const Slic3r::GUI::GLGizmosManager& gizmos, const SnapshotData &snapshot_data);
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void take_snapshot(const std::string& snapshot_name, const Slic3r::Model& model, const Slic3r::GUI::Selection& selection, const Slic3r::GUI::GLGizmosManager& gizmos, const Slic3r::GUI::PartPlateList& plate_list, const SnapshotData& snapshot_data);
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// To be called just after take_snapshot() when leaving a gizmo, inside which small edits like support point add / remove events or paiting actions were allowed.
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// Remove all but the last edit between the gizmo enter / leave snapshots.
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void reduce_noisy_snapshots(const std::string& new_name);
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// To be queried to enable / disable the Undo / Redo buttons at the UI.
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bool has_undo_snapshot() const;
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bool has_redo_snapshot() const;
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// To query whether one can undo to a snapshot. Useful for notifications, that want to Undo a specific operation.
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bool has_undo_snapshot(size_t time_to_load) const;
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// Roll back the time. If time_to_load is SIZE_MAX, the previous snapshot is activated.
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// Undoing an action may need to take a snapshot of the current application state, so that redo to the current state is possible.
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bool undo(Slic3r::Model& model, const Slic3r::GUI::Selection& selection, Slic3r::GUI::GLGizmosManager& gizmos, Slic3r::GUI::PartPlateList& plate_list, const SnapshotData &snapshot_data, size_t time_to_load = SIZE_MAX);
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// Jump forward in time. If time_to_load is SIZE_MAX, the next snapshot is activated.
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bool redo(Slic3r::Model& model, Slic3r::GUI::GLGizmosManager& gizmos, Slic3r::GUI::PartPlateList& plate_list, size_t time_to_load = SIZE_MAX);
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// Snapshot history (names with timestamps).
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// Each snapshot indicates start of an interval in which this operation is performed.
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// There is one additional snapshot taken at the very end, which indicates the current unnamed state.
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const std::vector<Snapshot>& snapshots() const;
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const Snapshot& snapshot(size_t time) const;
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// Timestamp of the active snapshot. One of the snapshots of this->snapshots() shall have Snapshot::timestamp equal to this->active_snapshot_time().
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// The active snapshot may be a special placeholder "@@@ Topmost @@@" indicating an uncaptured current state,
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// or the active snapshot may be an active state to which the application state was undoed or redoed.
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size_t active_snapshot_time() const;
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const Snapshot& active_snapshot() const { return this->snapshot(this->active_snapshot_time()); }
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// Temporary snapshot is active if the topmost snapshot is active and it has not been captured yet.
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// In that case the Undo action will capture the last snapshot.
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bool temp_snapshot_active() const;
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// Resets the "dirty project" status.
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void mark_current_as_saved();
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// Is the project modified with regard to the last "saved" state marked with mark_current_as_saved()?
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bool project_modified() const;
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// BBS: backup and restore
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bool has_real_change_from(size_t time) const;
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// After load_snapshot() / undo() / redo() the selection is deserialized into a list of ObjectIDs, which needs to be converted
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// into the list of GLVolume pointers once the 3D scene is updated.
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const Selection& selection_deserialized() const;
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private:
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friend class StackImpl;
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std::unique_ptr<StackImpl> pimpl;
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};
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}; // namespace UndoRedo
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}; // namespace Slic3r
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#endif /* slic3r_Utils_UndoRedo_hpp_ */
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