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//-----------------------------------------------------------------------------
// Name: save_state.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Game/EntityDescription.h>
#include <list>
#include <vector>
namespace ChunkType {
enum ChunkType {
LEVEL,
SKY_EDITOR,
OBJECT,
GROUP
};
}
struct SavedChunk {
private:
static unsigned global_chunk_id_counter;
unsigned global_chunk_id;
public:
SavedChunk();
int state_id;
ChunkType::ChunkType type;
int obj_id;
EntityDescription desc;
unsigned GetGlobalID();
};
// StateHistory stores all of the saved state chunks, as well as information
// about where we are in the undo/redo timeline
class StateHistory {
public:
std::list<SavedChunk> chunks;
int current_state;
int start_state;
int num_states;
void clear();
StateHistory(){clear();}
std::list<SavedChunk>::iterator GetCurrentChunk();
};
void AddChunkToHistory(std::list<SavedChunk> &chunk_list, int state_id, SavedChunk &saved_chunk);
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