Inheritance: DrawOpWithBrush
Ejemplo n.º 1
0
        static void RedoHandler( Player player, CommandReader cmd ) {
            if( cmd.HasNext ) {
                CdRedo.PrintUsage( player );
                return;
            }

            World playerWorld = player.World;
            if( playerWorld == null ) PlayerOpException.ThrowNoWorld( player );

            UndoState redoState = player.RedoPop();
            if( redoState == null ) {
                player.MessageNow( "There is currently nothing to redo." );
                return;
            }

            string msg = "Redo: ";
            if( redoState.Op != null && !redoState.Op.IsDone ) {
                redoState.Op.Cancel();
                msg += String.Format( "Cancelled {0} (was {1}% done). ",
                                     redoState.Op.Description,
                                     redoState.Op.PercentDone );
            }

            // no need to set player.drawingInProgress here because this is done on the user thread
            Logger.Log( LogType.UserActivity,
                        "Player {0} initiated /Redo affecting {1} blocks (on world {2})",
                        player.Name,
                        redoState.Buffer.Count,
                        playerWorld.Name );

            msg += String.Format( "Restoring {0} blocks. Type &H/Undo&S to reverse.",
                                  redoState.Buffer.Count );
            player.MessageNow( msg );

            var op = new UndoDrawOperation( player, redoState, true );
            op.Prepare( new Vector3I[0] );
            op.Begin();
        }
Ejemplo n.º 2
0
        static void UndoHandler( Player player, CommandReader cmd ) {
            World playerWorld = player.World;
            if( playerWorld == null ) PlayerOpException.ThrowNoWorld( player );
            if( cmd.HasNext ) {
                player.Message( "Undo command takes no parameters. Did you mean to do &H/UndoPlayer&S or &H/UndoArea&S?" );
                return;
            }

            string msg = "Undo: ";
            UndoState undoState = player.UndoPop();
            if( undoState == null ) {
                player.MessageNow( "There is currently nothing to undo." );
                return;
            }

            // Cancel the last DrawOp, if still in progress
            if( undoState.Op != null && !undoState.Op.IsDone && !undoState.Op.IsCancelled ) {
                undoState.Op.Cancel();
                msg += String.Format( "Cancelled {0} (was {1}% done). ",
                                     undoState.Op.Description,
                                     undoState.Op.PercentDone );
            }

            // Check if command was too massive.
            if( undoState.IsTooLargeToUndo ) {
                if( undoState.Op != null ) {
                    player.MessageNow( "Cannot undo {0}: too massive.", undoState.Op.Description );
                } else {
                    player.MessageNow( "Cannot undo: too massive." );
                }
                return;
            }

            // no need to set player.drawingInProgress here because this is done on the user thread
            Logger.Log( LogType.UserActivity,
                        "Player {0} initiated /Undo affecting {1} blocks (on world {2})",
                        player.Name,
                        undoState.Buffer.Count,
                        playerWorld.Name );

            msg += String.Format( "Restoring {0} blocks. Type &H/Redo&S to reverse.",
                                  undoState.Buffer.Count );
            player.MessageNow( msg );

            var op = new UndoDrawOperation( player, undoState, false );
            op.Prepare( new Vector3I[0] );
            op.Begin();
        }