Richard,

Thanks for all these details. The state approach is something I am keen on investigating as well. I know that Andre in a previous discussion had discussed the idea of storing and restoring states. Was this solution implemented or were there only ideas being discussed?

Malte, what did you do for drops, where you have 5 undos?

Anybody else on the list with programming undos? What are the different approaches possible. What are the pros and cons of each approach (works well for data / works for ui content)?

Marielle

Most HI guidelines define an undoable action as one that affects data, but operations which change selection do not affect the queue.

But Rev operates differently: If you move a button, then click anywhere on the card or do anything else which changes the object selection, executing an Undo command will not return the button to its pre-move location. In fact, the mere click off of the object purges the Undo queue altogether (okay, maybe "queue" isn't the right word for a single-item Undo, but I'm optimistic about the future <g>).

And not only is the undo queue purged, but when it changes as a result of a selection change the undoChanged message isn't sent as one would expect.


When I think of good Undo architectures, I tend to think of good frameworks.
[...]

For example, being able to save object states would be great, esp. if those objects can be containers like cards and even stacks. Being able to store a container into a variable and restore it from that variable would make the rest of managing Undo queues much simpler.


_______________________________________________
use-revolution mailing list
use-revolution@lists.runrev.com
Please visit this url to subscribe, unsubscribe and manage your subscription 
preferences:
http://lists.runrev.com/mailman/listinfo/use-revolution

Reply via email to