2013-07-28 22:08:34 +00:00
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//-----------------------------------------------------------------------------
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// The user-visible undo/redo operation; whenever they change something, we
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// record our state and push it on a stack, and we pop the stack when they
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// select undo.
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//
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// Copyright 2008-2013 Jonathan Westhues.
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//-----------------------------------------------------------------------------
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2008-06-04 10:22:30 +00:00
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#include "solvespace.h"
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2015-03-23 17:49:04 +00:00
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void SolveSpaceUI::UndoRemember(void) {
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2008-06-30 09:09:17 +00:00
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unsaved = true;
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2008-06-04 10:22:30 +00:00
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PushFromCurrentOnto(&undo);
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UndoClearStack(&redo);
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UndoEnableMenus();
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}
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2015-03-23 17:49:04 +00:00
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void SolveSpaceUI::UndoUndo(void) {
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2008-06-04 10:22:30 +00:00
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if(undo.cnt <= 0) return;
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PushFromCurrentOnto(&redo);
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PopOntoCurrentFrom(&undo);
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UndoEnableMenus();
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}
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2015-03-23 17:49:04 +00:00
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void SolveSpaceUI::UndoRedo(void) {
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2008-06-04 10:22:30 +00:00
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if(redo.cnt <= 0) return;
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PushFromCurrentOnto(&undo);
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PopOntoCurrentFrom(&redo);
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UndoEnableMenus();
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}
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2015-03-23 17:49:04 +00:00
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void SolveSpaceUI::UndoEnableMenus(void) {
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2008-06-04 10:22:30 +00:00
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EnableMenuById(GraphicsWindow::MNU_UNDO, undo.cnt > 0);
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EnableMenuById(GraphicsWindow::MNU_REDO, redo.cnt > 0);
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}
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2015-03-23 17:49:04 +00:00
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void SolveSpaceUI::PushFromCurrentOnto(UndoStack *uk) {
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2008-06-04 10:22:30 +00:00
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int i;
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if(uk->cnt == MAX_UNDO) {
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UndoClearState(&(uk->d[uk->write]));
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// And then write in to this one again
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} else {
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(uk->cnt)++;
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}
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UndoState *ut = &(uk->d[uk->write]);
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2015-03-27 15:31:23 +00:00
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*ut = {};
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2009-04-19 05:53:16 +00:00
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for(i = 0; i < SK.group.n; i++) {
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Group *src = &(SK.group.elem[i]);
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2008-06-04 10:22:30 +00:00
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Group dest = *src;
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// And then clean up all the stuff that needs to be a deep copy,
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// and zero out all the dynamic stuff that will get regenerated.
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dest.clean = false;
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2015-03-27 15:31:23 +00:00
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dest.solved = {};
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dest.polyLoops = {};
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dest.bezierLoops = {};
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dest.bezierOpens = {};
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dest.polyError = {};
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dest.thisMesh = {};
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dest.runningMesh = {};
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dest.thisShell = {};
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dest.runningShell = {};
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dest.displayMesh = {};
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dest.displayEdges = {};
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dest.remap = {};
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2008-06-04 10:22:30 +00:00
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src->remap.DeepCopyInto(&(dest.remap));
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2015-03-27 15:31:23 +00:00
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dest.impMesh = {};
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dest.impShell = {};
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dest.impEntity = {};
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2008-06-04 10:22:30 +00:00
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ut->group.Add(&dest);
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}
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2016-02-17 10:03:07 +00:00
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for(i = 0; i < SK.groupOrder.n; i++) {
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ut->groupOrder.Add(&(SK.groupOrder.elem[i]));
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}
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2009-04-19 05:53:16 +00:00
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for(i = 0; i < SK.request.n; i++) {
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ut->request.Add(&(SK.request.elem[i]));
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2008-06-04 10:22:30 +00:00
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}
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2009-04-19 05:53:16 +00:00
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for(i = 0; i < SK.constraint.n; i++) {
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Constraint *src = &(SK.constraint.elem[i]);
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2008-06-04 10:22:30 +00:00
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Constraint dest = *src;
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2015-03-27 15:31:23 +00:00
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dest.dogd = {};
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2008-06-04 10:22:30 +00:00
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ut->constraint.Add(&dest);
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}
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2009-04-19 05:53:16 +00:00
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for(i = 0; i < SK.param.n; i++) {
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ut->param.Add(&(SK.param.elem[i]));
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2008-06-04 10:22:30 +00:00
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}
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2009-09-17 07:32:36 +00:00
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for(i = 0; i < SK.style.n; i++) {
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ut->style.Add(&(SK.style.elem[i]));
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}
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2008-06-04 10:22:30 +00:00
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ut->activeGroup = SS.GW.activeGroup;
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uk->write = WRAP(uk->write + 1, MAX_UNDO);
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}
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2015-03-23 17:49:04 +00:00
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void SolveSpaceUI::PopOntoCurrentFrom(UndoStack *uk) {
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2016-02-17 10:03:07 +00:00
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int i;
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2008-06-04 10:22:30 +00:00
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if(uk->cnt <= 0) oops();
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(uk->cnt)--;
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uk->write = WRAP(uk->write - 1, MAX_UNDO);
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UndoState *ut = &(uk->d[uk->write]);
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// Free everything in the main copy of the program before replacing it
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2016-02-17 10:03:07 +00:00
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for(i = 0; i < SK.groupOrder.n; i++) {
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Group *g = SK.GetGroup(SK.groupOrder.elem[i]);
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2010-02-28 19:23:01 +00:00
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g->Clear();
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2008-06-04 10:22:30 +00:00
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}
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2009-04-19 05:53:16 +00:00
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SK.group.Clear();
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2016-02-17 10:03:07 +00:00
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SK.groupOrder.Clear();
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2009-04-19 05:53:16 +00:00
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SK.request.Clear();
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SK.constraint.Clear();
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SK.param.Clear();
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2009-09-17 07:32:36 +00:00
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SK.style.Clear();
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2008-06-04 10:22:30 +00:00
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// And then do a shallow copy of the state from the undo list
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2009-04-19 05:53:16 +00:00
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ut->group.MoveSelfInto(&(SK.group));
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2016-02-17 10:03:07 +00:00
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for(i = 0; i < ut->groupOrder.n; i++)
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SK.groupOrder.Add(&ut->groupOrder.elem[i]);
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2009-04-19 05:53:16 +00:00
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ut->request.MoveSelfInto(&(SK.request));
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ut->constraint.MoveSelfInto(&(SK.constraint));
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ut->param.MoveSelfInto(&(SK.param));
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2009-09-17 07:32:36 +00:00
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ut->style.MoveSelfInto(&(SK.style));
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2008-06-04 10:22:30 +00:00
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SS.GW.activeGroup = ut->activeGroup;
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// No need to free it, since a shallow copy was made above
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2015-03-27 15:31:23 +00:00
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*ut = {};
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2008-06-04 10:22:30 +00:00
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// And reset the state everywhere else in the program, since the
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// sketch just changed a lot.
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SS.GW.ClearSuper();
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SS.TW.ClearSuper();
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SS.ReloadAllImported();
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2016-01-27 09:09:45 +00:00
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SS.GenerateAll(SolveSpaceUI::GENERATE_ALL);
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2015-03-18 17:02:11 +00:00
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SS.ScheduleShowTW();
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2015-11-01 16:26:55 +00:00
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// Activate the group that was active before.
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2016-02-17 10:03:07 +00:00
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Group *activeGroup = SK.GetGroup(SS.GW.activeGroup);
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2015-11-01 16:26:55 +00:00
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activeGroup->Activate();
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2008-06-04 10:22:30 +00:00
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}
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2015-03-23 17:49:04 +00:00
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void SolveSpaceUI::UndoClearStack(UndoStack *uk) {
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2008-06-04 10:22:30 +00:00
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while(uk->cnt > 0) {
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uk->write = WRAP(uk->write - 1, MAX_UNDO);
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(uk->cnt)--;
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UndoClearState(&(uk->d[uk->write]));
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}
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2015-03-27 15:31:23 +00:00
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*uk = {}; // for good measure
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2008-06-04 10:22:30 +00:00
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}
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2015-03-23 17:49:04 +00:00
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void SolveSpaceUI::UndoClearState(UndoState *ut) {
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2008-06-04 10:22:30 +00:00
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int i;
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for(i = 0; i < ut->group.n; i++) {
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Group *g = &(ut->group.elem[i]);
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g->remap.Clear();
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}
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ut->group.Clear();
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ut->request.Clear();
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ut->constraint.Clear();
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ut->param.Clear();
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2009-09-17 07:32:36 +00:00
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ut->style.Clear();
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2015-03-27 15:31:23 +00:00
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*ut = {};
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2008-06-04 10:22:30 +00:00
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}
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