/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. // Description : Interface for implementation of IUndo objects. #ifndef CRYINCLUDE_EDITOR_UNDO_IUNDOOBJECT_H #define CRYINCLUDE_EDITOR_UNDO_IUNDOOBJECT_H #pragma once #include //! IUndoObject is a interface of general Undo object. struct IUndoObject { // Virtual destructor. virtual ~IUndoObject() {}; //! Called to delete undo object. virtual void Release() { delete this; }; //! Return size of this Undo object. virtual int GetSize() = 0; //! Return description of this Undo object. virtual QString GetDescription() = 0; //! Undo this object. //! @param bUndo If true this operation called in response to Undo operation. virtual void Undo(bool bUndo = true) = 0; //! Redo undone changes on object. virtual void Redo() = 0; // Returns the name of undo object virtual QString GetObjectName(){ return QString(); }; // Returns the name of related editor object. // Ex: For a undo action which would modify value for var "Emitter Strength" of emitter "Level.example", // this function will return emitter name "Level.example" - Vera, Confetti virtual QString GetEditorObjectName() { return QString(); }; virtual bool IsChanged(unsigned int& compareValue) const { return false; } }; #endif // CRYINCLUDE_EDITOR_UNDO_IUNDOOBJECT_H