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use std::collections::VecDeque;
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Settings {
/// Maximum number of undos.
/// If your state is resource intensive, you should keep this low.
///
/// Default: `100`
pub max_undos: usize,
/// When that state hasn't changed for this many seconds,
/// create a new undo point (if one is needed).
///
/// Default value: `1.0` seconds.
pub stable_time: f32,
/// If the state is changing so often that we never get to `stable_time`,
/// then still create a save point every `auto_save_interval` seconds,
/// so we have something to undo to.
///
/// Default value: `30` seconds.
pub auto_save_interval: f32,
}
impl Default for Settings {
fn default() -> Self {
Self {
max_undos: 100,
stable_time: 1.0,
auto_save_interval: 30.0,
}
}
}
/// Automatic undo system.
///
/// Every frame you feed it the most recent state.
/// The [`Undoer`] compares it with the latest undo point
/// and if there is a change it may create a new undo point.
///
/// [`Undoer`] follows two simple rules:
///
/// 1) If the state has changed since the latest undo point, but has
/// remained stable for `stable_time` seconds, an new undo point is created.
/// 2) If the state does not stabilize within `auto_save_interval` seconds, an undo point is created.
///
/// Rule 1) will make sure an undo point is not created until you _stop_ dragging that slider.
/// Rule 2) will make sure that you will get some undo points even if you are constantly changing the state.
#[derive(Clone)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Undoer<State> {
settings: Settings,
/// New undoes are added to the back.
/// Two adjacent undo points are never equal.
/// The latest undo point may (often) be the current state.
undos: VecDeque<State>,
/// Stores redos immediately after a sequence of undos.
/// Gets cleared every time the state changes.
/// Does not need to be a deque, because there can only be up to `undos.len()` redos,
/// which is already limited to `settings.max_undos`.
redos: Vec<State>,
#[cfg_attr(feature = "serde", serde(skip))]
flux: Option<Flux<State>>,
}
impl<State> std::fmt::Debug for Undoer<State> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let Self { undos, redos, .. } = self;
f.debug_struct("Undoer")
.field("undo count", &undos.len())
.field("redo count", &redos.len())
.finish()
}
}
impl<State> Default for Undoer<State>
where
State: Clone + PartialEq,
{
#[inline]
fn default() -> Self {
Self {
settings: Settings::default(),
undos: VecDeque::new(),
redos: Vec::new(),
flux: None,
}
}
}
/// Represents how the current state is changing
#[derive(Clone)]
struct Flux<State> {
start_time: f64,
latest_change_time: f64,
latest_state: State,
}
impl<State> Undoer<State>
where
State: Clone + PartialEq,
{
/// Create a new [`Undoer`] with the given [`Settings`].
pub fn with_settings(settings: Settings) -> Self {
Self {
settings,
..Default::default()
}
}
/// Do we have an undo point different from the given state?
pub fn has_undo(&self, current_state: &State) -> bool {
match self.undos.len() {
0 => false,
1 => self.undos.back() != Some(current_state),
_ => true,
}
}
pub fn has_redo(&self, current_state: &State) -> bool {
!self.redos.is_empty() && self.undos.back() == Some(current_state)
}
/// Return true if the state is currently changing
pub fn is_in_flux(&self) -> bool {
self.flux.is_some()
}
pub fn undo(&mut self, current_state: &State) -> Option<&State> {
if self.has_undo(current_state) {
self.flux = None;
if self.undos.back() == Some(current_state) {
self.redos.push(self.undos.pop_back().unwrap());
} else {
self.redos.push(current_state.clone());
}
// Note: we keep the undo point intact.
self.undos.back()
} else {
None
}
}
pub fn redo(&mut self, current_state: &State) -> Option<&State> {
if !self.undos.is_empty() && self.undos.back() != Some(current_state) {
// state changed since the last undo, redos should be cleared.
self.redos.clear();
None
} else if let Some(state) = self.redos.pop() {
self.undos.push_back(state);
self.undos.back()
} else {
None
}
}
/// Add an undo point if, and only if, there has been a change since the latest undo point.
pub fn add_undo(&mut self, current_state: &State) {
if self.undos.back() != Some(current_state) {
self.undos.push_back(current_state.clone());
}
while self.undos.len() > self.settings.max_undos {
self.undos.pop_front();
}
self.flux = None;
}
/// Call this as often as you want (e.g. every frame)
/// and [`Undoer`] will determine if a new undo point should be created.
///
/// * `current_time`: current time in seconds.
pub fn feed_state(&mut self, current_time: f64, current_state: &State) {
match self.undos.back() {
None => {
// First time feed_state is called.
// always create an undo point:
self.add_undo(current_state);
}
Some(latest_undo) => {
if latest_undo == current_state {
self.flux = None;
} else {
self.redos.clear();
match self.flux.as_mut() {
None => {
self.flux = Some(Flux {
start_time: current_time,
latest_change_time: current_time,
latest_state: current_state.clone(),
});
}
Some(flux) => {
if &flux.latest_state == current_state {
let time_since_latest_change =
(current_time - flux.latest_change_time) as f32;
if time_since_latest_change >= self.settings.stable_time {
self.add_undo(current_state);
}
} else {
let time_since_flux_start = (current_time - flux.start_time) as f32;
if time_since_flux_start >= self.settings.auto_save_interval {
self.add_undo(current_state);
} else {
flux.latest_change_time = current_time;
flux.latest_state = current_state.clone();
}
}
}
}
}
}
}
}
}