add redo stack, and adjust functions to clear it when new triangle or triangle_stage is added; when an undo function is called, the undoHd becomes the redoHd, and undo becomes undoTl, which is expected behaviour. Still need to implement REDO_ACTION though.
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@@ -1,6 +1,6 @@
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signature APP_UPDATE =
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sig
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val update: AppType.app_type * InputMessage.t
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val update: AppType.app_type * InputMessage.t
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-> AppType.app_type * DrawMessage.t
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end
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@@ -73,7 +73,7 @@ struct
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val newTriangleStage = FIRST {x1 = hpos, y1 = vpos}
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val model =
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AppWith.newTriangleStage (model, newTriangleStage, newUndoTuple)
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AppWith.addTriangleStage (model, newTriangleStage, newUndoTuple)
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in
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(model, drawMsg)
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end
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@@ -86,13 +86,13 @@ struct
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val newTriangleStage = SECOND
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{x1 = x1, y1 = y1, x2 = hpos, y2 = vpos}
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val model =
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AppWith.newTriangleStage (model, newTriangleStage, newUndoTuple)
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AppWith.addTriangleStage (model, newTriangleStage, newUndoTuple)
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in
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(model, drawMsg)
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end
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| SECOND {x1, y1, x2, y2} =>
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let
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val model = AppWith.newTriangle
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val model = AppWith.addTriangle
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(model, x1, y1, x2, y2, hpos, vpos, newUndoTuple)
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val drawVec = Triangles.toVector model
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@@ -120,31 +120,33 @@ struct
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case #triangleStage model of
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FIRST {x1, y1} =>
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(* Change FIRST to NO_TRIANGLE and clear buttons. *)
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let val model = AppWith.replaceTriangleStage (model, NO_TRIANGLE)
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let val model = AppWith.undoTriangleStage (model, NO_TRIANGLE, (x1, y1))
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in (model, CLEAR_BUTTONS)
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end
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| SECOND {x1, y1, x2, y2} =>
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(* Change FIRST to SECOND and redraw buttons. *)
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let
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val newTriangleStage = FIRST {x1 = x1, y1 = y1}
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val model = AppWith.replaceTriangleStage (model, newTriangleStage)
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val model =
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AppWith.undoTriangleStage (model, newTriangleStage, (x2, y2))
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val drawVec =
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TriangleStage.firstToVector (x1, y1, Vector.fromList [], model)
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val emptyVec: Real32.real vector = Vector.fromList []
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val drawVec = TriangleStage.firstToVector (x1, y1, emptyVec, model)
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val drawMsg = DRAW_BUTTON drawVec
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in
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(model, drawMsg)
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end
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| NO_TRIANGLE =>
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(case #triangles model of
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{x1, y1, x2, y2, ...} :: trianglesTl =>
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{x1, y1, x2, y2, x3, y3} :: trianglesTl =>
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(* Have to slice off (x3, y3) from triangle head,
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* turn (x1, y1, x2, y2) into a triangleStage,
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* and redraw both triangle and triangleStage. *)
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let
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val triangleStage = SECOND {x1 = x1, y1 = y1, x2 = x2, y2 = y2}
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val model =
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AppWith.undoTriangle (model, triangleStage, trianglesTl)
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AppWith.undoTriangle
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(model, triangleStage, trianglesTl, (x3, y3))
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val newTriangleVec = Triangles.toVector model
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val drawVec = TriangleStage.secondToVector
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@@ -167,7 +169,6 @@ struct
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end
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| MOUSE_LEFT_RELEASE => mouseMoveOrRelease model
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| MOUSE_LEFT_CLICK => mouseLeftClick model
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| RESIZE_WINDOW {width, height} =>
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resizeWindow (model, width, height)
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| RESIZE_WINDOW {width, height} => resizeWindow (model, width, height)
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| UNDO_ACTION => undoAction model
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end
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