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Merge pull request ddnet#8967 from dobrykafe/pr-fix-add-layers
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Fix undo/redo for adding layers
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def- authored Sep 16, 2024
2 parents e69e7d8 + 8f93b63 commit 4f352d9
Showing 1 changed file with 32 additions and 0 deletions.
32 changes: 32 additions & 0 deletions src/game/editor/editor_actions.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -539,6 +539,22 @@ void CEditorActionAddLayer::Undo()
{
// Undo: remove layer from vector but keep it in case we want to add it back
auto &vLayers = m_pEditor->m_Map.m_vpGroups[m_GroupIndex]->m_vpLayers;

if(m_pLayer->m_Type == LAYERTYPE_TILES)
{
std::shared_ptr<CLayerTiles> pLayerTiles = std::static_pointer_cast<CLayerTiles>(m_pLayer);
if(pLayerTiles->m_Front)
m_pEditor->m_Map.m_pFrontLayer = nullptr;
else if(pLayerTiles->m_Tele)
m_pEditor->m_Map.m_pTeleLayer = nullptr;
else if(pLayerTiles->m_Speedup)
m_pEditor->m_Map.m_pSpeedupLayer = nullptr;
else if(pLayerTiles->m_Switch)
m_pEditor->m_Map.m_pSwitchLayer = nullptr;
else if(pLayerTiles->m_Tune)
m_pEditor->m_Map.m_pTuneLayer = nullptr;
}

vLayers.erase(vLayers.begin() + m_LayerIndex);

m_pEditor->m_Map.m_vpGroups[m_GroupIndex]->m_Collapse = false;
Expand All @@ -552,6 +568,22 @@ void CEditorActionAddLayer::Redo()
{
// Redo: add back the removed layer contained in this class
auto &vLayers = m_pEditor->m_Map.m_vpGroups[m_GroupIndex]->m_vpLayers;

if(m_pLayer->m_Type == LAYERTYPE_TILES)
{
std::shared_ptr<CLayerTiles> pLayerTiles = std::static_pointer_cast<CLayerTiles>(m_pLayer);
if(pLayerTiles->m_Front)
m_pEditor->m_Map.m_pFrontLayer = std::static_pointer_cast<CLayerFront>(m_pLayer);
else if(pLayerTiles->m_Tele)
m_pEditor->m_Map.m_pTeleLayer = std::static_pointer_cast<CLayerTele>(m_pLayer);
else if(pLayerTiles->m_Speedup)
m_pEditor->m_Map.m_pSpeedupLayer = std::static_pointer_cast<CLayerSpeedup>(m_pLayer);
else if(pLayerTiles->m_Switch)
m_pEditor->m_Map.m_pSwitchLayer = std::static_pointer_cast<CLayerSwitch>(m_pLayer);
else if(pLayerTiles->m_Tune)
m_pEditor->m_Map.m_pTuneLayer = std::static_pointer_cast<CLayerTune>(m_pLayer);
}

vLayers.insert(vLayers.begin() + m_LayerIndex, m_pLayer);

m_pEditor->m_Map.m_vpGroups[m_GroupIndex]->m_Collapse = false;
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