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