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#include "UBGraphicsItemZLevelUndoCommand.h"
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UBGraphicsItemZLevelUndoCommand::UBGraphicsItemZLevelUndoCommand(UBGraphicsScene *_scene, const QList<QGraphicsItem*>& _items, qreal _previousZLevel, UBZLayerController::moveDestination dest):UBUndoCommand(){
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Q_ASSERT(_scene != NULL);
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mpScene = _scene;
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mItems = _items;
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mPreviousZLevel = _previousZLevel;
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mDest = dest;
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mHack = false;
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}
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UBGraphicsItemZLevelUndoCommand::UBGraphicsItemZLevelUndoCommand(UBGraphicsScene *_scene, QGraphicsItem* _item, qreal _previousZLevel, UBZLayerController::moveDestination dest):UBUndoCommand(){
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Q_ASSERT(_scene != NULL);
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mpScene = _scene;
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if(NULL != _item)
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mItems.append(_item);
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mPreviousZLevel = _previousZLevel;
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mDest = dest;
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mHack = false;
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}
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UBGraphicsItemZLevelUndoCommand::~UBGraphicsItemZLevelUndoCommand(){
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}
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void UBGraphicsItemZLevelUndoCommand::undo(){
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if(!mpScene || mItems.empty())
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return;
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// Getting the difference between the initial z-value and the actual one
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qreal zDiff = qAbs(mItems.at(mItems.size()-1)->data(UBGraphicsItemData::ItemOwnZValue).toReal() - mPreviousZLevel);
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if(mDest == UBZLayerController::down || mDest == UBZLayerController::bottom){
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// Move up
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QList<QGraphicsItem*>::iterator downIt = mItems.end();
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for(downIt; downIt >= mItems.begin(); downIt--){
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for(int i=0; i<zDiff; i++)
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mpScene->changeZLevelTo(*downIt, UBZLayerController::up);
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}
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}else if(mDest == UBZLayerController::up || mDest == UBZLayerController::top){
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// Move down
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foreach(QGraphicsItem* item, mItems){
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for(int i=0; i<zDiff; i++)
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mpScene->changeZLevelTo(item, UBZLayerController::down);
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}
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}
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}
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void UBGraphicsItemZLevelUndoCommand::redo(){
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if(!mHack){
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// Ugly! But pushing a new command to QUndoStack calls redo by itself.
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mHack = true;
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}else{
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if(!mpScene)
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return;
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foreach(QGraphicsItem* item, mItems){
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mpScene->changeZLevelTo(item, mDest);
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updateLazyScene();
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}
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}
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}
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void UBGraphicsItemZLevelUndoCommand::updateLazyScene(){
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mpScene->update(mpScene->sceneRect());
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mpScene->updateSelectionFrame();
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}
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