/**
* Default constructor.
*/
-RS_Undoable::RS_Undoable()
+Undoable::Undoable()
{
cycle = NULL;
}
* Destructor. Makes sure that this undoable is removed from
* its undo cycle before it is deleted.
*/
-RS_Undoable::~RS_Undoable()
+Undoable::~Undoable()
{
if (cycle != NULL)
cycle->removeUndoable(this);
* Note that this is voluntarily. The default implementation
* returns RS2::UndoableUnknown.
*/
-/*virtual*/ RS2::UndoableType RS_Undoable::undoRtti()
+/*virtual*/ RS2::UndoableType Undoable::undoRtti()
{
return RS2::UndoableUnknown;
}
* make sure the entity can remove itself from the cycle before
* being deleted.
*/
-void RS_Undoable::setUndoCycle(RS_UndoCycle * cycle)
+void Undoable::setUndoCycle(UndoCycle * cycle)
{
this->cycle = cycle;
}
* The undoable thing gets activated if it was undone and
* deactivated otherwise.
*/
-void RS_Undoable::changeUndoState()
+void Undoable::changeUndoState()
{
toggleFlag(RS2::FlagUndone);
undoStateChanged(isUndone());
/**
* Undoes or redoes an undoable.
*/
-void RS_Undoable::setUndoState(bool undone)
+void Undoable::setUndoState(bool undone)
{
if (undone)
setFlag(RS2::FlagUndone);
/**
* Is this entity in the Undo memory and not active?
*/
-bool RS_Undoable::isUndone() const
+bool Undoable::isUndone() const
{
return getFlag(RS2::FlagUndone);
}
* Can be overwriten by the implementing class to be notified
* when the undo state changes (the undoable becomes visible / invisible).
*/
-/*virtual*/ void RS_Undoable::undoStateChanged(bool /*undone*/)
+/*virtual*/ void Undoable::undoStateChanged(bool /*undone*/)
{
}