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/*
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* UBGraphicsItemUndoCommand.cpp
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*
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* Created on: Sep 16, 2008
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* Author: luc
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*/
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#include "UBGraphicsItemUndoCommand.h"
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#include <QtGui>
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#include "UBGraphicsScene.h"
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#include "core/memcheck.h"
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UBGraphicsItemUndoCommand::UBGraphicsItemUndoCommand(UBGraphicsScene* pScene, const QSet<QGraphicsItem*>& pRemovedItems,
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const QSet<QGraphicsItem*>& pAddedItems)
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: mScene(pScene)
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, mRemovedItems(pRemovedItems - pAddedItems)
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, mAddedItems(pAddedItems - pRemovedItems)
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{
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mFirstRedo = true;
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}
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UBGraphicsItemUndoCommand::UBGraphicsItemUndoCommand(UBGraphicsScene* pScene, QGraphicsItem* pRemovedItem,
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QGraphicsItem* pAddedItem) :
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mScene(pScene)
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{
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if (pRemovedItem)
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mRemovedItems.insert(pRemovedItem);
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if (pAddedItem)
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mAddedItems.insert(pAddedItem);
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mFirstRedo = true;
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}
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UBGraphicsItemUndoCommand::~UBGraphicsItemUndoCommand()
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{
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//NOOP
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}
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void UBGraphicsItemUndoCommand::undo()
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{
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if (!mScene){
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return;
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}
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QSetIterator<QGraphicsItem*> itAdded(mAddedItems);
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while (itAdded.hasNext())
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{
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QGraphicsItem* item = itAdded.next();
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item->setSelected(false);
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mScene->removeItem(item);
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}
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QSetIterator<QGraphicsItem*> itRemoved(mRemovedItems);
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while (itRemoved.hasNext())
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{
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mScene->addItem(itRemoved.next());
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}
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// force refresh, QT is a bit lazy and take a lot of time (nb item ^2 ?) to trigger repaint
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mScene->update(mScene->sceneRect());
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}
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void UBGraphicsItemUndoCommand::redo()
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{
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// the Undo framework calls a redo while appending the undo command.
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// as we have already plotted the elements, we do not want to do it twice
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if (!mFirstRedo)
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{
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if (!mScene){
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return;
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}
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QSetIterator<QGraphicsItem*> itRemoved(mRemovedItems);
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while (itRemoved.hasNext())
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{
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QGraphicsItem* item = itRemoved.next();
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item->setSelected(false);
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mScene->removeItem(item);
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}
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QSetIterator<QGraphicsItem*> itAdded(mAddedItems);
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while (itAdded.hasNext())
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{
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mScene->addItem(itAdded.next());
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}
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// force refresh, QT is a bit lazy and take a lot of time (nb item ^2) to trigger repaint
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mScene->update(mScene->sceneRect());
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}
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else
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{
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mFirstRedo = false;
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}
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}
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