/* * 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. * */ #pragma once class CommandHierarchyItemToggleIsSelectable : public QUndoCommand { public: void undo() override; void redo() override; // IMPORTANT: We DON'T want this command to support mergeWith(). // Otherwise we leave commands on the undo stack that have no // effect (NOOP). // // To avoid the NOOPs, we can either: // // (1) Delete the NOPs from the undo stack. // or // (2) NOT support mergeWith(). // // The problem with (1) is that it only allows odd number of // state changes to be undoable. (2) is more consistent // by making all state changes undoable. static void Push(UndoStack* stack, HierarchyWidget* hierarchy, const HierarchyItemRawPtrList& items); private: CommandHierarchyItemToggleIsSelectable(UndoStack* stack, HierarchyWidget* hierarchy, const HierarchyItemRawPtrList& items); void SetIsSelectable(bool isSelectable); UndoStack* m_stack; HierarchyWidget* m_hierarchy; EntityHelpers::EntityIdList m_ids; bool m_toIsSelectable; };