done with functional-core logic for redo (now just need to send REDO_ACTION on key callback when shortcut is pressed)
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@@ -120,15 +120,18 @@ 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.undoTriangleStage (model, NO_TRIANGLE, (x1, y1))
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in (model, CLEAR_BUTTONS)
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let
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val model =
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AppWith.undo (model, NO_TRIANGLE, #triangles model, (x1, y1))
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in
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(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 =
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AppWith.undoTriangleStage (model, newTriangleStage, (x2, y2))
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AppWith.undo (model, newTriangleStage, #triangles model, (x2, y2))
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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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@@ -145,8 +148,7 @@ struct
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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
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(model, triangleStage, trianglesTl, (x3, y3))
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AppWith.undo (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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@@ -161,6 +163,60 @@ struct
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(* Can't undo, because there are no actions to undo. *)
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(model, NO_DRAW))
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fun redoAction model =
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case #redo model of
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(redoHd as (x, y)) :: tl =>
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(* There is a click point to redo. *)
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(case #triangleStage model of
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NO_TRIANGLE =>
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(* add to triangle stage, and redraw buttons *)
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let
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val newTriangleStage = FIRST {x1 = x, y1 = y}
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val model =
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AppWith.redo
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(model, newTriangleStage, #triangles model, redoHd)
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val emptyVec: Real32.real vector = Vector.fromList []
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val drawVec =
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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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| FIRST {x1, y1} =>
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(* add to triangle stage, redraw buttons *)
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let
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val newTriangleStage = SECOND {x1 = x1, y1 = y1, x2 = x, y2 = y}
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val model =
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AppWith.redo
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(model, newTriangleStage, #triangles model, redoHd)
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val emptyVec: Real32.real vector = Vector.fromList []
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val drawVec = TriangleStage.secondToVector
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(x1, y1, x, y, 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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| SECOND {x1, y1, x2, y2} =>
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(* clear triangle stage, add to trinagle list and redraw triangles *)
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let
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val newTriangleStage = NO_TRIANGLE
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val newTriangle =
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{x1 = x1, y1 = y1, x2 = x2, y2 = y2, x3 = x, y3 = y}
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val newTriangles = newUndoTuple :: (#triangles model)
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val model =
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AppWith.redo (model, newTriangleStage, newTriangles, redoHd)
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val drawVec = Triangles.toVector model
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val drawMsg = DRAW_TRIANGLES_AND_RESET_BUTTONS drawVec
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in
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(model, drawMsg)
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end)
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| [] =>
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(* Nothing to redo. *)
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(model, NO_DRAW)
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fun update (model: app_type, inputMsg) =
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case inputMsg of
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MOUSE_MOVE {x = mouseX, y = mouseY} =>
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@@ -171,4 +227,5 @@ struct
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| MOUSE_LEFT_CLICK => mouseLeftClick model
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| RESIZE_WINDOW {width, height} => resizeWindow (model, width, height)
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| UNDO_ACTION => undoAction model
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| REDO_ACTION => redoAction model
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end
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