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302 lines
9.4 KiB
C++
302 lines
9.4 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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*
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* The contents of this file are subject to the Netscape Public
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* License Version 1.1 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.mozilla.org/NPL/
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*
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* Software distributed under the License is distributed on an "AS
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* IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
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* implied. See the License for the specific language governing
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* rights and limitations under the License.
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*
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* The Original Code is mozilla.org code.
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*
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* The Initial Developer of the Original Code is Netscape
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* Communications Corporation. Portions created by Netscape are
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* Copyright (C) 1998 Netscape Communications Corporation. All
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* Rights Reserved.
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*
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* Contributor(s):
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*/
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/* msgundmg.h --- internal defs for undo
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*/
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#ifndef UndoManager_H
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#define UndoManager_H
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#include "xp.h"
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#include "ptrarray.h"
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#include "idarray.h"
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#include "msgzap.h"
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#include "chngntfy.h"
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class UndoManager;
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class BacktrackManager;
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class MessageDBView;
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/* Because undo can be asynchronous (e.g., undoing an IMAP action),
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the UndoManager and UndoObjects need to be able be asynchronous
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as well. Operations that are synchronous should be undone synchronously,
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though.
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*/
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// -*- Forward class declaration -*-
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class UndoManager;
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// Generic undo object - includes UndoMarkers (start and end blocks), and UndoActions.
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// Clients subclass UndoActions to implement their action specific operations.
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class UndoObject : public MSG_ZapIt
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{
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friend class UndoManager;
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public:
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UndoObject();
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virtual ~UndoObject();
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// A synchronous undo returns an UndoComplete status.
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// An asynchronous undo kicks off an URL and returns a UndoInProgress staus.
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// Upon receiving UndoComplete status from DoUndo(), FinalizeUndo() is
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// call by UndoManager to finalize the undo action.
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// When an asynchronous undo URL exit, FinalizeUndo() needs to be invoked
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// through url_structs->pre_exit_fn.
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// What should we do if DoUndo() returns UndoError/UndoFailed should we
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// remove the undo object from the Undo/Redo queue?
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virtual UndoStatus DoUndo();
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// StopUndo is called with a status from libnet.
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virtual UndoStatus StopUndo(int status);
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// FinalizeUndo() needs to do two things:
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// (1) call UndoManager::AddUndoAtion() to add an inverse undo operation
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// (2) call UndoManager::DoUndoComplete() to inform the undo manager
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// that the undo action has been completed. UndoObject will then be removed
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// and deleted from the queue.
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virtual void FinalizeUndo();
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virtual void SetOwner(UndoManager *owner) {m_owner = owner;}
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virtual const char *GetUndoTypeString() { return NULL; }
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virtual XP_Bool IsAction() {return FALSE;}
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virtual XP_Bool IsStart() {return FALSE;}
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virtual XP_Bool IsEnd() {return FALSE;}
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virtual XP_Bool IsMarker() {return FALSE;}
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// Is this undo object associate with the folder? Client should overwrite
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// this method. A typical use of this method is when we need to remove an
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// undo action from the undo/redo queue due to a compress action.
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virtual XP_Bool HasFolder(MSG_FolderInfo * /*folder*/) { return TRUE; }
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virtual void AddRefCount() { ++m_refCount; }
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virtual int Release ();
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// This ties the undo action to the url. This is based on the assumption
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// that we have msg_pane set to url->msg_pane and there is an undomanager
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// attached to the msg_pane. And the current undo action is temprary added
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// to the UndoManager's m_inProgressList. Until we have a better mechanism
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// to chain the URL. This will be the way we attach an undo action to an
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// URL.
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virtual void UndoURLHook (URL_Struct *url);
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// If UndoURLPreExitFunc gets called with a negative status
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// StopUndo() will be called to allow client to interpret the
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// failure and perform certain undo actions accordingly.
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static void UndoURLPreExitFunc (URL_Struct *url,
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int status,
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MWContext *context);
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virtual UndoStatus UndoPreExit() { return UndoComplete; }
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protected:
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int m_refCount;
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UndoManager *m_owner;
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// chaining the url->pre_exit_fn if needed.
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Net_GetUrlExitFunc *m_preExitFunc_hook;
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};
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// UndoMarkers are the start and end blocks for wrapping multiple undo objects
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// into a single user-undoable action. .
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class UndoMarker : public UndoObject
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{
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public:
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UndoMarker(XP_Bool isStart) { m_isStart = isStart;}
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virtual ~UndoMarker() {}
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void SetIsStart(XP_Bool isStart) {m_isStart = isStart;}
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virtual void FinalizeUndo();
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virtual XP_Bool IsStart() {return m_isStart;}
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virtual XP_Bool IsEnd() {return !m_isStart;}
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virtual XP_Bool IsMarker() {return TRUE;}
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protected:
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XP_Bool m_isStart;
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};
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// You might want to have undo actions which are mirrors of each other
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// for undo/redo. They usually need the same information. The object
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// could keep track of which direction it's going, and copy itself
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// to the redo stack when an undo is done, etc.
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// Undo actions may need to protect themselves from things they refer
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// to going away out from under them. This may involve adding a reference
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// to a db or a view, or making themselves listeners.
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// Override this to implement your undo actions.
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class UndoAction : public UndoObject
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{
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public:
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UndoAction() {}
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virtual ~UndoAction() {}
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virtual XP_Bool IsAction() {return TRUE;}
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};
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// The state machine for undo is encapsulated here. The UndoManager has two
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// primary functions - Keeping track of undoable/redoable operations, and
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// executing undo/redo commands. There should be one UndoManager for every
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// top-level window which has Undo/Redo menu items.
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class UndoManager : public MSG_ZapIt
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{
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public:
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UndoManager(MSG_Pane *pane, int maxActions = 30);
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int Init();
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MSG_Pane *GetOwner() {return m_pane;}
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// Starting a batch of undo actions
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int StartBatch();
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// Adding an UndoAction to the undo/redo queue
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// UndoManager internally keep of where to add the
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// undo action.
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virtual int AddUndoAction(UndoObject *action);
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// Ending a batch of undo actions
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int EndBatch();
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// Client can call AbortBatch() to abort creating an atomic
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// undo operation.
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int AbortBatch();
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// Remove undo actions associate with this folder
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void RemoveActions(MSG_FolderInfo *folder);
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virtual XP_Bool CanUndo();
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virtual XP_Bool CanRedo();
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UndoStatus Undo();
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UndoStatus Redo();
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// clear out the undo/redo queues.
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void FlushActions();
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// Reset() the undo state and do some clean up
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void Reset();
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UndoMgrState GetState() {return m_state;}
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UndoStatus GetStatus() {return m_status;}
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int GetDepth() {return m_depth;}
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// **** DoUndoComplete() has to be called from UndoObject::FinalizeUndo()
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// to inform the undo manager that the undo action has been completed. It
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// is time to remove from the undo/redo queue.
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void DoUndoComplete(UndoObject *theObject);
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// Methods use to temprary attach undo object to the
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// in progress list. The undo object is not an official
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// undo/redo object yet.
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int AddInProgress (UndoObject *theObject);
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UndoObject *GetInProgress ();
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UndoObject *RemoveInProgress ();
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// Methods for temprary storing/removing destination folder message key
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// in a first in first out fashion
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int AddMsgKey (MessageKey key);
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MessageKey GetAndRemoveMsgKey ();
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void SetUndoMsgFolder(MSG_FolderInfo *folder);
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MSG_FolderInfo* GetUndoMsgFolder();
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virtual void AddRefCount() { ++m_refCount; }
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virtual int Release ();
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protected:
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virtual ~UndoManager(); // must use Release() instead of delete.
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// Flush an atomic Undo/Redo operation at the bottom of the
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// queue;
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void FlushAtomic(XPPtrArray *list);
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// Fire an atomic Undo/Redo operation from the top of the
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// queue
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UndoStatus FireAtomic(XPPtrArray *list);
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// Methods to handle atomic Undo Actions.
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void AddAtomicUndo(UndoObject *theObject);
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void AddAtomicRedo(UndoObject *theObject);
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void FinalizeAtomicActions();
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XPPtrArray m_undoList;
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XPPtrArray m_redoList;
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UndoMgrState m_state;
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int m_maxUndoActions; // max top-level actions
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int m_depth; // Undo batch depth
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int m_count; // undo object count of an atomic operation
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// including markers
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UndoStatus m_status; // current undo action status
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// temp place holder for in progress undo actions
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XPPtrArray m_inProgressList;
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// temp place holder for atomic operation in case we need to undo/redo
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// partial completed operations.
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XPPtrArray m_atomicUndoList;
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XPPtrArray m_atomicRedoList;
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// temp place holder for move copy messages to store the destination
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// folder message key; this can be viewed as a hack
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IDArray m_msgKeyArray;
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MSG_FolderInfo *m_undoMsgFolder;
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MSG_Pane *m_pane; // owner of this undomanager
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int m_refCount;
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};
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typedef struct {
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MSG_FolderInfo *folder;
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MessageKey key;
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} BacktrackEntry;
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class BacktrackManager : public MSG_ZapIt
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{
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public:
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BacktrackManager (MSG_Pane *pane);
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virtual ~BacktrackManager();
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MSG_BacktrackState GetState() { return m_state; }
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void SetState(MSG_BacktrackState state) {m_state = state;}
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int AddEntry(MSG_FolderInfo *folder, MessageKey key);
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void SetCurMessageKey(MSG_FolderInfo *folder, MessageKey key);
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// Remove entries associate with this folder
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void RemoveEntries(MSG_FolderInfo *folder);
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void Reset();
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XP_Bool CanGoBack();
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XP_Bool CanGoForward();
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MessageKey GoBack(MSG_FolderInfo **pFolderInfo);
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MessageKey GoForward(MSG_FolderInfo **pFolderInfo);
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protected:
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MSG_Pane *m_pane;
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XPPtrArray m_backtrackArray;
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int32 m_cursor;
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MSG_BacktrackState m_state;
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MSG_FolderInfo *m_curFolder;
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MessageKey m_curKey;
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};
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#endif /* UndoManager_H */
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