/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
 *
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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 *
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License version 3 for more details
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 * <http://www.openoffice.org/license.html>
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#ifndef _UNDO_HXX
#define _UNDO_HXX

#include "svl/svldllapi.h"
#include <tools/rtti.hxx>
#include <tools/string.hxx>
#include <svl/svarray.hxx>

#include <boost/scoped_ptr.hpp>

#include <vector>

//====================================================================

class SVL_DLLPUBLIC SfxRepeatTarget
{
public:
                        TYPEINFO();
    virtual 			~SfxRepeatTarget() = 0;
};

//====================================================================

class SVL_DLLPUBLIC SfxUndoContext
{
public:
    virtual             ~SfxUndoContext() = 0;
};

//====================================================================

class SVL_DLLPUBLIC SfxUndoAction
{
    sal_Bool bLinked;
public:
                            TYPEINFO();
                            SfxUndoAction();
    virtual 				~SfxUndoAction();

    virtual sal_Bool            IsLinked();
    virtual void            SetLinked( sal_Bool bIsLinked = sal_True );
    virtual void			Undo();
    virtual void            UndoWithContext( SfxUndoContext& i_context );
    virtual void			Redo();
    virtual void            RedoWithContext( SfxUndoContext& i_context );
    virtual void			Repeat(SfxRepeatTarget&);
    virtual sal_Bool			CanRepeat(SfxRepeatTarget&) const;

    virtual sal_Bool			Merge( SfxUndoAction *pNextAction );

    virtual UniString       GetComment() const;
    virtual UniString       GetRepeatComment(SfxRepeatTarget&) const;
    virtual sal_uInt16	GetId() const;

private:
    SfxUndoAction&			operator=( const SfxUndoAction& );	  // n.i.!!
};

//========================================================================

/// is a mark on the Undo stack
typedef sal_Int32 UndoStackMark;
#define MARK_INVALID    ::std::numeric_limits< UndoStackMark >::max()

//========================================================================

struct MarkedUndoAction
{
    SfxUndoAction*                  pAction;
    ::std::vector< UndoStackMark >  aMarks;

    MarkedUndoAction( SfxUndoAction* i_action )
        :pAction( i_action )
        ,aMarks()
    {
    }
};

class SfxUndoActions
{
private:
    ::std::vector< MarkedUndoAction > m_aActions;

public:
    SfxUndoActions()
    {
    }

    bool    empty() const { return m_aActions.empty(); }
    size_t  size() const { return m_aActions.size(); }

    const MarkedUndoAction& operator[]( size_t i ) const { return m_aActions[i]; }
          MarkedUndoAction& operator[]( size_t i )       { return m_aActions[i]; }

    void    Remove( size_t i_pos )
    {
        m_aActions.erase( m_aActions.begin() + i_pos );
    }

    void    Remove( size_t i_pos, size_t i_count )
    {
        m_aActions.erase( m_aActions.begin() + i_pos, m_aActions.begin() + i_pos + i_count );
    }

    void    Insert( SfxUndoAction* i_action, size_t i_pos )
    {
        m_aActions.insert( m_aActions.begin() + i_pos, MarkedUndoAction( i_action ) );
    }
};

//====================================================================

/** do not make use of these implementation details, unless you
    really really have to! */
struct SVL_DLLPUBLIC SfxUndoArray
{
    SfxUndoActions          aUndoActions;
    size_t					nMaxUndoActions;
    size_t					nCurUndoAction;
    SfxUndoArray 			*pFatherUndoArray;
                            SfxUndoArray(size_t nMax=0):
                                nMaxUndoActions(nMax), nCurUndoAction(0),
                                pFatherUndoArray(0) {}
                           ~SfxUndoArray();
};

//=========================================================================

/** do not make use of these implementation details, unless you
    really really have to! */
class SVL_DLLPUBLIC SfxListUndoAction : public SfxUndoAction, public SfxUndoArray

/*	[Beschreibung]

    UndoAction zur Klammerung mehrerer Undos in einer UndoAction.
    Diese Actions werden vom SfxUndoManager verwendet. Dort
    wird mit < SfxUndoManager::EnterListAction > eine Klammerebene
    geoeffnet und mit <SfxUndoManager::LeaveListAction > wieder
    geschlossen. Redo und Undo auf SfxListUndoActions wirken
    Elementweise.

*/
{
    public:
                            TYPEINFO();

                            SfxListUndoAction( const UniString &rComment,
                                const UniString rRepeatComment, sal_uInt16 Id, SfxUndoArray *pFather);
    virtual void			Undo();
    virtual void            UndoWithContext( SfxUndoContext& i_context );
    virtual void			Redo();
    virtual void            RedoWithContext( SfxUndoContext& i_context );
    virtual void			Repeat(SfxRepeatTarget&);
    virtual sal_Bool			CanRepeat(SfxRepeatTarget&) const;

    virtual sal_Bool			Merge( SfxUndoAction *pNextAction );

    virtual UniString       GetComment() const;
    virtual UniString       GetRepeatComment(SfxRepeatTarget&) const;
    virtual sal_uInt16  GetId() const;

    void SetComment( const UniString& rComment );

    private:

    sal_uInt16		    nId;
    UniString               aComment;
    UniString               aRepeatComment;

};

//=========================================================================

/**  is a callback interface for notifications about state changes of an SfxUndoManager
*/
class SAL_NO_VTABLE SfxUndoListener
{
public:
    virtual void actionUndone( const String& i_actionComment ) = 0;
    virtual void actionRedone( const String& i_actionComment ) = 0;
    virtual void undoActionAdded( const String& i_actionComment ) = 0;
    virtual void cleared() = 0;
    virtual void clearedRedo() = 0;
    virtual void resetAll() = 0;
    virtual void listActionEntered( const String& i_comment ) = 0;
    virtual void listActionLeft( const String& i_comment ) = 0;
    virtual void listActionLeftAndMerged() = 0;
    virtual void listActionCancelled() = 0;
    virtual void undoManagerDying() = 0;
};

//=========================================================================

namespace svl
{
    class SAL_NO_VTABLE IUndoManager
    {
    public:
        enum
        {
            CurrentLevel = true,
            TopLevel = false
        };

        virtual                 ~IUndoManager() { };

        virtual void            SetMaxUndoActionCount( size_t nMaxUndoActionCount ) = 0;
        virtual size_t          GetMaxUndoActionCount() const = 0;

        virtual void            AddUndoAction( SfxUndoAction *pAction, sal_Bool bTryMerg=sal_False ) = 0;

        virtual size_t          GetUndoActionCount( bool const i_currentLevel = CurrentLevel ) const = 0;
        virtual sal_uInt16      GetUndoActionId() const = 0;
        virtual UniString       GetUndoActionComment( size_t nNo=0, bool const i_currentLevel = CurrentLevel ) const = 0;
        virtual SfxUndoAction*  GetUndoAction( size_t nNo=0 ) const = 0;

        virtual size_t          GetRedoActionCount( bool const i_currentLevel = CurrentLevel ) const = 0;
        virtual UniString       GetRedoActionComment( size_t nNo=0, bool const i_currentLevel = CurrentLevel ) const = 0;

        virtual sal_Bool        Undo() = 0;
        virtual sal_Bool        Redo() = 0;

        /** clears both the Redo and the Undo stack.

            Will assert and bail out when called while within a list action (<member>IsInListAction</member>).
        */
        virtual void            Clear() = 0;

        /** clears the Redo stack.

            Will assert and bail out when called while within a list action (<member>IsInListAction</member>).
        */
        virtual void            ClearRedo() = 0;

        /** leaves any possible open list action (<member>IsInListAction</member>), and clears both the Undo and the
            Redo stack.

            Effectively, calling this method is equivalent to <code>while ( IsInListAction() ) LeaveListAction();</code>,
            followed by <code>Clear()</code>. The only difference to this calling sequence is that Reset is an
            atomar operation, also resulting in only one notification.
        */
        virtual void            Reset() = 0;

        /** determines whether an Undo or Redo is currently running
        */
        virtual bool            IsDoing() const = 0;

        virtual size_t          GetRepeatActionCount() const = 0;
        virtual UniString       GetRepeatActionComment( SfxRepeatTarget &rTarget) const = 0;
        virtual sal_Bool        Repeat( SfxRepeatTarget &rTarget ) = 0;
        virtual sal_Bool        CanRepeat( SfxRepeatTarget &rTarget ) const = 0;

        virtual void            EnterListAction(const UniString &rComment, const UniString& rRepeatComment, sal_uInt16 nId=0) = 0;

        /** leaves the list action entered with EnterListAction
            @return the number of the sub actions in the list which has just been left. Note that in case no such
                actions exist, the list action does not contribute to the Undo stack, but is silently removed.
        */
        virtual size_t          LeaveListAction() = 0;

        /** leaves the list action entered with EnterListAction, and forcefully merges the previous
            action on the stack into the newly created list action.

            Say you have an Undo action A on the stack, then call EnterListAction, followed by one or more calls to
            AddUndoAction, followed by a call to LeaveAndMergeListAction. In opposite to LeaveListAction, your Undo
            stack will now still contain one undo action: the newly created list action, whose first child is the
            original A, whose other children are those you added via AddUndoAction, and whose comment is the same as
            the comment of A.

            Effectively, this means that all actions added between EnterListAction and LeaveAndMergeListAction are
            hidden from the user.

            @return the number of the sub actions in the list which has just been left. Note that in case no such
                actions exist, the list action does not contribute to the Undo stack, but is silently removed.
        */
        virtual size_t          LeaveAndMergeListAction() = 0;

        /// determines whether we're within a ListAction context, i.e. a LeaveListAction/LeaveAndMergeListAction call is pending
        virtual bool            IsInListAction() const = 0;

        /// determines how many nested list actions are currently open
        virtual size_t          GetListActionDepth() const = 0;

        /** clears the redo stack and removes the top undo action */
        virtual void            RemoveLastUndoAction() = 0;

        // enables (true) or disables (false) recording of undo actions
        // If undo actions are added while undo is disabled, they are deleted.
        // Disabling undo does not clear the current undo buffer!
        virtual void            EnableUndo( bool bEnable ) = 0;

        // returns true if undo is currently enabled
        // This returns false if undo was disabled using EnableUndo( false ) and
        // also during the runtime of the Undo() and Redo() methods.
        virtual bool            IsUndoEnabled() const = 0;

        /// adds a new listener to be notified about changes in the UndoManager's state
        virtual void            AddUndoListener( SfxUndoListener& i_listener ) = 0;
        virtual void            RemoveUndoListener( SfxUndoListener& i_listener ) = 0;
   };
}

//=========================================================================

namespace svl { namespace undo { namespace impl
{
    class UndoManagerGuard;
    class LockGuard;
} } }

struct SfxUndoManager_Data;
class SVL_DLLPUBLIC SfxUndoManager : public ::svl::IUndoManager
{
    friend class SfxLinkUndoAction;

    ::boost::scoped_ptr< SfxUndoManager_Data >
                            m_pData;
public:
                            SfxUndoManager( size_t nMaxUndoActionCount = 20 );
    virtual 				~SfxUndoManager();

    // IUndoManager overridables
    virtual void            SetMaxUndoActionCount( size_t nMaxUndoActionCount );
    virtual size_t          GetMaxUndoActionCount() const;
    virtual void            AddUndoAction( SfxUndoAction *pAction, sal_Bool bTryMerg=sal_False );
    virtual size_t          GetUndoActionCount( bool const i_currentLevel = CurrentLevel ) const;
    virtual sal_uInt16      GetUndoActionId() const;
    virtual UniString       GetUndoActionComment( size_t nNo=0, bool const i_currentLevel = CurrentLevel ) const;
    virtual SfxUndoAction*  GetUndoAction( size_t nNo=0 ) const;
    virtual size_t          GetRedoActionCount( bool const i_currentLevel = CurrentLevel ) const;
    virtual UniString       GetRedoActionComment( size_t nNo=0, bool const i_currentLevel = CurrentLevel ) const;
    virtual sal_Bool        Undo();
    virtual sal_Bool        Redo();
    virtual void            Clear();
    virtual void            ClearRedo();
    virtual void            Reset();
    virtual bool            IsDoing() const;
    virtual size_t          GetRepeatActionCount() const;
    virtual UniString       GetRepeatActionComment( SfxRepeatTarget &rTarget) const;
    virtual sal_Bool        Repeat( SfxRepeatTarget &rTarget );
    virtual sal_Bool        CanRepeat( SfxRepeatTarget &rTarget ) const;
    virtual void            EnterListAction(const UniString &rComment, const UniString& rRepeatComment, sal_uInt16 nId=0);
    virtual size_t          LeaveListAction();
    virtual size_t          LeaveAndMergeListAction();
    virtual bool            IsInListAction() const;
    virtual size_t          GetListActionDepth() const;
    virtual void            RemoveLastUndoAction();
    virtual void            EnableUndo( bool bEnable );
    virtual bool            IsUndoEnabled() const;
    virtual void            AddUndoListener( SfxUndoListener& i_listener );
    virtual void            RemoveUndoListener( SfxUndoListener& i_listener );

    /** marks the current top-level element of the Undo stack, and returns a unique ID for it
    */
    UndoStackMark   MarkTopUndoAction();

    /** removes a mark given by its ID.
        After the call, the mark ID is invalid.
    */
    void            RemoveMark( UndoStackMark const i_mark );

    /** determines whether the top action on the Undo stack has a given mark
    */
    bool            HasTopUndoActionMark( UndoStackMark const i_mark );

    /** removes the oldest Undo actions from the stack
    */
    void            RemoveOldestUndoActions( size_t const i_count );

protected:
    sal_Bool UndoWithContext( SfxUndoContext& i_context );
    sal_Bool RedoWithContext( SfxUndoContext& i_context );

    void    ImplClearRedo_NoLock( bool const i_currentLevel );

    /** clears all undo actions on the current level, plus all undo actions on superordinate levels,
        as soon as those levels are reached.

        If no list action is active currently, i.e. we're on the top level already, this method is equivalent to
        ->Clear.

        Otherwise, the Undo actions on the current level are removed. Upon leaving the current list action, all
        undo actions on the then-current level are removed, too. This is continued until the top level is reached.
    */
    void    ClearAllLevels();

private:
    size_t  ImplLeaveListAction( const bool i_merge, ::svl::undo::impl::UndoManagerGuard& i_guard );
    bool    ImplAddUndoAction_NoNotify( SfxUndoAction* pAction, bool bTryMerge, bool bClearRedo, ::svl::undo::impl::UndoManagerGuard& i_guard );
    void    ImplClearRedo( ::svl::undo::impl::UndoManagerGuard& i_guard, bool const i_currentLevel );
    void    ImplClearUndo( ::svl::undo::impl::UndoManagerGuard& i_guard );
    void    ImplClearCurrentLevel_NoNotify( ::svl::undo::impl::UndoManagerGuard& i_guard );
    size_t  ImplGetRedoActionCount_Lock( bool const i_currentLevel = CurrentLevel ) const;
    bool    ImplIsUndoEnabled_Lock() const;
    bool    ImplIsInListAction_Lock() const;
    void    ImplEnableUndo_Lock( bool const i_enable );

    sal_Bool ImplUndo( SfxUndoContext* i_contextOrNull );
    sal_Bool ImplRedo( SfxUndoContext* i_contextOrNull );

    friend class ::svl::undo::impl::LockGuard;
};

//=========================================================================

class SVL_DLLPUBLIC SfxLinkUndoAction : public SfxUndoAction

/*	[Beschreibung]

    Die SfxLinkUndoAction dient zur Verbindung zweier SfxUndoManager. Die
    im ersten SfxUndoManager eingefuegten SfxUndoAction leiten ihr Undo und Redo
    an den zweiten weiter, so dass ein Undo und Redo am ersten
    SfxUndoManager wie eine am zweiten wirkt.

    Die SfxLinkUndoAction ist nach dem Einfuegen der SfxUndoAction am
    zweiten SfxUndoManager einzufuegen. Waehrend der zweite SfxUndoManager
    vom ersten ferngesteuert wird, duerfen an ihm weder Actions eingefuegt werden,
    noch darf Undo/Redo aufgerufen werden.

*/

{
public:
                            TYPEINFO();
                            SfxLinkUndoAction(::svl::IUndoManager *pManager);
                            ~SfxLinkUndoAction();

    virtual void			Undo();
    virtual void			Redo();
    virtual sal_Bool			CanRepeat(SfxRepeatTarget& r) const;

    virtual void			Repeat(SfxRepeatTarget&r);

    virtual UniString       GetComment() const;
    virtual UniString       GetRepeatComment(SfxRepeatTarget&r) const;
    virtual sal_uInt16	GetId() const;

    SfxUndoAction*			GetAction() const { return pAction; }

protected:
    ::svl::IUndoManager     *pUndoManager;
    SfxUndoAction			*pAction;

};

#endif

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