Files
mould-rs/src/undo.rs
2026-03-19 10:02:22 +01:00

217 lines
7.2 KiB
Rust

use crate::format::ConfigItem;
use std::collections::HashMap;
/// Represents a single snapshot of the application state for undo/redo purposes.
pub struct EditAction {
/// The complete list of configuration items at the time of the action.
pub state: Vec<ConfigItem>,
/// The index of the item that was selected during this action.
pub selected: usize,
}
/// A node in the undo tree, representing a point in the application's history.
pub struct UndoNode {
/// The state data captured at this history point.
pub action: EditAction,
/// ID of the parent node (previous state). Root node has None.
pub parent: Option<usize>,
/// IDs of all states that branched off from this one.
pub children: Vec<usize>,
}
/// A non-linear undo/redo system that tracks history as a branching tree.
///
/// Unlike a simple stack, an UndoTree allows users to undo several steps,
/// make a new change (creating a branch), and still navigate through
/// the most recent history path.
pub struct UndoTree {
/// Map of node IDs to their respective history nodes.
nodes: HashMap<usize, UndoNode>,
/// The ID of the node representing the current application state.
current_node: usize,
/// Counter for assigning unique IDs to new nodes.
next_id: usize,
/// Tracks the most recently active branch for each node.
/// This allows the 'redo' operation to follow the path the user
/// actually took when multiple branches exist.
latest_branch: HashMap<usize, usize>,
}
impl UndoTree {
/// Creates a new undo tree initialized with the starting application state.
pub fn new(initial_state: Vec<ConfigItem>, initial_selected: usize) -> Self {
let root_id = 0;
let root_node = UndoNode {
action: EditAction {
state: initial_state,
selected: initial_selected,
},
parent: None,
children: Vec::new(),
};
let mut nodes = HashMap::new();
nodes.insert(root_id, root_node);
Self {
nodes,
current_node: root_id,
next_id: 1,
latest_branch: HashMap::new(),
}
}
/// Pushes a new state onto the tree, branching off from the current node.
///
/// This creates a new child node for the current position and updates
/// the branch tracking to ensure this new path is preferred during redo.
pub fn push(&mut self, state: Vec<ConfigItem>, selected: usize) {
let new_id = self.next_id;
self.next_id += 1;
let new_node = UndoNode {
action: EditAction { state, selected },
parent: Some(self.current_node),
children: Vec::new(),
};
// Add to nodes
self.nodes.insert(new_id, new_node);
// Update parent's children
if let Some(parent_node) = self.nodes.get_mut(&self.current_node) {
parent_node.children.push(new_id);
}
// Record this as the latest branch for the parent
self.latest_branch.insert(self.current_node, new_id);
// Move current pointer
self.current_node = new_id;
}
/// Moves the current pointer back to the parent node and returns the previous state.
/// Returns None if the current node is the root (no more history to undo).
pub fn undo(&mut self) -> Option<&EditAction> {
if let Some(current) = self.nodes.get(&self.current_node)
&& let Some(parent_id) = current.parent {
self.current_node = parent_id;
return self.nodes.get(&parent_id).map(|n| &n.action);
}
None
}
/// Moves the current pointer forward to the latest child branch and returns the state.
///
/// Redo follows the `latest_branch` map to decide which path to take
/// if multiple branches exist. If no branch is recorded, it defaults to the
/// most recently created child.
pub fn redo(&mut self) -> Option<&EditAction> {
if let Some(next_id) = self.latest_branch.get(&self.current_node).copied() {
self.current_node = next_id;
return self.nodes.get(&next_id).map(|n| &n.action);
} else {
// Fallback: if there is no recorded latest branch but there are children
let current_id = self.current_node;
if let Some(current) = self.nodes.get(&current_id)
&& let Some(&first_child_id) = current.children.last() {
self.current_node = first_child_id;
self.latest_branch.insert(current_id, first_child_id);
return self.nodes.get(&first_child_id).map(|n| &n.action);
}
}
None
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::format::{ItemStatus, ValueType};
fn dummy_item(key: &str) -> ConfigItem {
ConfigItem {
key: key.to_string(),
path: vec![],
value: Some(key.to_string()),
template_value: None,
default_value: None,
depth: 0,
is_group: false,
status: ItemStatus::Present,
value_type: ValueType::String,
}
}
#[test]
fn test_undo_redo_tree() {
let state1 = vec![dummy_item("A")];
let mut tree = UndoTree::new(state1.clone(), 0);
// Push state 2
let state2 = vec![dummy_item("B")];
tree.push(state2.clone(), 1);
// Push state 3
let state3 = vec![dummy_item("C")];
tree.push(state3.clone(), 2);
// Undo -> State 2
let action = tree.undo().unwrap();
assert_eq!(action.state[0].key, "B");
assert_eq!(action.selected, 1);
// Undo -> State 1
let action = tree.undo().unwrap();
assert_eq!(action.state[0].key, "A");
assert_eq!(action.selected, 0);
// Undo again -> None (already at root)
assert!(tree.undo().is_none());
// Redo -> State 2
let action = tree.redo().unwrap();
assert_eq!(action.state[0].key, "B");
assert_eq!(action.selected, 1);
// Redo -> State 3
let action = tree.redo().unwrap();
assert_eq!(action.state[0].key, "C");
assert_eq!(action.selected, 2);
// Branching: Undo twice to State 1
tree.undo();
tree.undo();
// Push State 4 (from State 1)
let state4 = vec![dummy_item("D")];
tree.push(state4.clone(), 3);
// Undo -> State 1
let action = tree.undo().unwrap();
assert_eq!(action.state[0].key, "A");
// Redo -> State 4 (follows latest branch D, not old branch B)
let action = tree.redo().unwrap();
assert_eq!(action.state[0].key, "D");
}
#[test]
fn test_redo_fallback_fix() {
let state1 = vec![dummy_item("A")];
let mut tree = UndoTree::new(state1.clone(), 0);
let state2 = vec![dummy_item("B")];
tree.push(state2.clone(), 1);
tree.undo();
// Redo should move to state 2
let action = tree.redo().unwrap();
assert_eq!(action.state[0].key, "B");
// Calling redo again should NOT change the current node or returned action
// (since it's already at the latest child)
assert!(tree.redo().is_none());
}
}