I am trying to implement an undo/redo method using NSUndoManager. I have asked other questions on this, but am still stuck.
Where I am at the moment is as follows:
.h
NSUndoManager *undoManager;
@property(nonatomic,retain) NSUndoManager *undoManager;
.m
@synthesize undoManager;
[undoManager setLevelsOfUndo:99]; viewdidload:
NSNotificationCenter *dnc = [NSNotificationCenter defaultCenter];
[dnc addObserver:self selector:@selector(undoButtonTapped) name:@"undo" object:nil];
[dnc addObserver:self selector:@selector(redoButtonTapped) name:@"redo" object:nil];
- (void)resetTheImage:(UIImage*)image
{
NSLog(@"%s", __FUNCTION__);
// image = savedImage.image;
if (image != drawImage.image)
{
[[undoManager prepareWithInvocationTarget:self] resetTheImage];
image = drawImage.image ;
} else {
NSLog(@"That didn't work");
}
}
- (void)undoButtonTapped {
NSLog(@"%s", __FUNCTION__);
[undoManager undo];
}
I get "That didn't work"...
I would appreciate help. I will post the answer to my original question when I figure out what I'm doing wrong.
---EDIT---
I have changed resetTheImage as follows:
- (void)resetTheImage:(UIImage*)image
{
NSLog(@"%s", __FUNCTION__);
image = savedImage.image;
if (image != drawImage.image)
{
drawImage.image = image;
savedImage.image = image;
NSLog(@"undo image");
[[self.undoManager prepareWithInvocationTarget:drawImage.image] image];
} else {
NSLog(@"same image");
savedImage.image = image;
}
}
However, confusion rains - it may help if someone (Brad?, Justin?) can provide a bullet point list of the steps I need to take to get this working. For example:
. Add notifications in ... . Trigger notifications.... . Have undo /redo buttons point to... . What methods/functions I really need to build.. ....
I wish SO would allow me to give you more points than 1..
(It doesn't help that my "o" key is getting wonky) It does help that I had a baby granddaughter yesterday :))))
First, I want to thank everyone for any/all assistance. I solved this finally although I'm not sure if it's the best solution.
I made a UIView called from the UIViewController. The controls (colors and brushes) remain in the VC. The drawing methods move to the View Method.
The View Method calls a Drawing method to actually perform the draw, and the View method controls the undo/redo.
Here are some code snippets:
-(void)undoButtonClicked
{
//NSLog(@"%s", __FUNCTION__);
if ([self.currentArray count] == 0) {
//nothing to undo
return;
}
DrawingPath *undonePath = [self.currentArray lastObject];
[self.currentArray removeLastObject];
[self.redoStack addObject:undonePath];
[self setNeedsDisplay];
}
-(void)redoButtonClicked
{
//NSLog(@"%s", __FUNCTION__);
if ([self.redoStack count] == 0) {
// nothing to redo
return;
}
DrawingPath *redonePath = [self.redoStack lastObject];
[self.redoStack removeLastObject];
[self.currentArray addObject:redonePath];
[self setNeedsDisplay];
}
Let me know if anyone wants clarification. Thanks all again..
UPDATE as requested:
These are some headers:
DrawingViewController *mvc;
NSMutableArray *pathArray;
NSMutableArray *colorArray;
NSMutableArray *bufferArray;
NSMutableArray *currentArray;
UIBezierPath *myPath;
NSString *brushSize;
CGPoint lastPoint;
int colorIndex;
NSString *colorKey;
SoundEffect *erasingSound;
SoundEffect *selectSound;
BOOL swiped;
int moved;
UIColor *currentColor;
NSString *result;
}
@property(nonatomic,assign) NSInteger undoSteps;
@property (strong, nonatomic) NSString *result;
@property (strong,nonatomic) UIColor *currentColor;
@property (strong,nonatomic) NSMutableArray *currentArray;
@property (strong,nonatomic) NSMutableArray *bufferArray;
@property (strong,nonatomic) DrawingPath *currentColoredPath;
@property (strong,nonatomic) NSMutableArray *redoStack;
@property (strong, nonatomic) NSString *colorKey;
and here are some more of the methods.. The currentArray then keeps track of points, brush and color in a sort of stack. Undo removes from the stack, and adds into a temp stack that can be used to Redo.
-(void)undoButtonClicked
{
//NSLog(@"%s", __FUNCTION__);
if ([self.currentArray count] == 0) {
//nothing to undo
return;
}
DrawingPath *undonePath = [self.currentArray lastObject];
[self.currentArray removeLastObject];
[self.redoStack addObject:undonePath];
[self setNeedsDisplay];
}
-(void)redoButtonClicked
{
//NSLog(@"%s", __FUNCTION__);
if ([self.redoStack count] == 0) {
// nothing to redo
return;
}
DrawingPath *redonePath = [self.redoStack lastObject];
[self.redoStack removeLastObject];
[self.currentArray addObject:redonePath];
[self setNeedsDisplay];
}
#pragma mark - Touch Methods
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//NSLog(@"%s", __FUNCTION__);
self.currentColoredPath = [[DrawingPath alloc] init];
[self.currentColoredPath setColor:self.currentColor];
UITouch *touch= [touches anyObject];
[self.currentColoredPath.path moveToPoint:[touch locationInView:self]];
[self.currentArray addObject:self.currentColoredPath];
// Remove all paths from redo stack
[self.redoStack removeAllObjects];
lastPoint = [touch locationInView:self];
lastPoint.y -= 20;
if ([touch tapCount] == 2) {
[self alertOKCancelAction];
return;
}
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
//NSLog(@"%s", __FUNCTION__);
UITouch *touch = [touches anyObject];
[self.currentColoredPath.path addLineToPoint:[touch locationInView:self]];
[self setNeedsDisplay];
CGPoint currentPoint = [touch locationInView:self];
currentPoint.y -= 20;
lastPoint = currentPoint;
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
//NSLog(@"%s", __FUNCTION__);
self.currentColoredPath = nil;
}