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Refactor to .cpp, delegate undo/redo to manager, don't return memento
Took 8 minutes
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parent
a4fd752ddf
commit
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4 changed files with 62 additions and 53 deletions
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@ -20,9 +20,13 @@ endif()
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add_library(
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libcockatrice_deck_list STATIC
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${MOC_SOURCES} libcockatrice/deck_list/abstract_deck_list_card_node.cpp
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libcockatrice/deck_list/abstract_deck_list_node.cpp libcockatrice/deck_list/deck_list.cpp
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libcockatrice/deck_list/deck_list_card_node.cpp libcockatrice/deck_list/inner_deck_list_node.cpp
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${MOC_SOURCES}
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libcockatrice/deck_list/abstract_deck_list_card_node.cpp
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libcockatrice/deck_list/abstract_deck_list_node.cpp
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libcockatrice/deck_list/deck_list.cpp
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libcockatrice/deck_list/deck_list_card_node.cpp
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libcockatrice/deck_list/deck_list_history_manager.cpp
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libcockatrice/deck_list/inner_deck_list_node.cpp
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)
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add_dependencies(libcockatrice_deck_list libcockatrice_protocol)
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@ -0,0 +1,48 @@
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#include "deck_list_history_manager.h"
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void DeckListHistoryManager::save(DeckListMemento *memento)
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{
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undoStack.push(memento);
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redoStack.clear();
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emit undoRedoStateChanged();
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}
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void DeckListHistoryManager::undo(DeckList *deck)
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{
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if (undoStack.isEmpty()) {
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return;
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}
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// Peek at the memento we are going to restore
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DeckListMemento *mementoToRestore = undoStack.top();
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// Save current state for redo using the same reason as the memento we're restoring
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DeckListMemento *currentState = deck->createMemento(mementoToRestore->getReason());
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redoStack.push(currentState);
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// Pop the last state from undo stack and restore it
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DeckListMemento *memento = undoStack.pop();
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deck->restoreMemento(memento);
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emit undoRedoStateChanged();
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}
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void DeckListHistoryManager::redo(DeckList *deck)
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{
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if (redoStack.isEmpty()) {
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return;
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}
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// Peek at the memento we are going to restore
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DeckListMemento *mementoToRestore = redoStack.top();
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// Save current state for undo using the same reason as the memento we're restoring
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DeckListMemento *currentState = deck->createMemento(mementoToRestore->getReason());
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undoStack.push(currentState);
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// Pop the next state from redo stack and restore it
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DeckListMemento *memento = redoStack.pop();
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deck->restoreMemento(memento);
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emit undoRedoStateChanged();
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}
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@ -20,12 +20,7 @@ public:
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{
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}
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void save(DeckListMemento *memento)
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{
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undoStack.push(memento);
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redoStack.clear();
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emit undoRedoStateChanged();
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}
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void save(DeckListMemento *memento);
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bool canUndo() const
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{
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@ -36,47 +31,9 @@ public:
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return !redoStack.isEmpty();
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}
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DeckListMemento *undo(DeckList *deck)
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{
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if (undoStack.isEmpty()) {
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return nullptr;
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}
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void undo(DeckList *deck);
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// Peek at the memento we are going to restore
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DeckListMemento *mementoToRestore = undoStack.top();
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// Save current state for redo using the same reason as the memento we're restoring
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DeckListMemento *currentState = deck->createMemento(mementoToRestore->getReason());
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redoStack.push(currentState);
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// Pop the last state from undo stack and restore it
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DeckListMemento *memento = undoStack.pop();
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deck->restoreMemento(memento);
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emit undoRedoStateChanged();
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return memento;
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}
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DeckListMemento *redo(DeckList *deck)
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{
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if (redoStack.isEmpty()) {
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return nullptr;
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}
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// Peek at the memento we are going to restore
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DeckListMemento *mementoToRestore = redoStack.top();
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// Save current state for undo using the same reason as the memento we're restoring
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DeckListMemento *currentState = deck->createMemento(mementoToRestore->getReason());
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undoStack.push(currentState);
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// Pop the next state from redo stack and restore it
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DeckListMemento *memento = redoStack.pop();
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deck->restoreMemento(memento);
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emit undoRedoStateChanged();
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return memento;
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}
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void redo(DeckList *deck);
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QStack<DeckListMemento *> getRedoStack() const
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{
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