using System.Collections.Generic;
namespace CraftSynth.ImageEditor
{
///
/// Delete All command
///
internal class CommandDeleteAll : Command
{
private List cloneList;
// Create this command BEFORE applying Delete All function.
public CommandDeleteAll(Layers list)
{
cloneList = new List();
// Make clone of the whole list.
// Add objects in reverse order because GraphicsList.Add
// insert every object to the beginning.
int n = list[list.ActiveLayerIndex].Graphics.Count;
for (int i = n - 1; i >= 0; i--)
{
cloneList.Add(list[list.ActiveLayerIndex].Graphics[i].Clone());
}
}
public override void Undo(Layers list)
{
// Add all objects from clone list to list -
// opposite to DeleteAll
foreach (DrawObject o in cloneList)
{
list[list.ActiveLayerIndex].Graphics.Add(o);
}
}
public override void Redo(Layers list)
{
// Clear list - make DeleteAll again
list[list.ActiveLayerIndex].Graphics.Clear();
}
#region Destruction
// Flag: Has Dispose already been called?
bool _disposed = false;
// Protected implementation of Dispose pattern.
public override void Dispose(bool disposing)
{
if (!this._disposed)
{
if (disposing)
{
// Free any managed objects here.
//
if (this.cloneList != null)
{
foreach (DrawObject drawObject in cloneList)
{
if (drawObject != null)
{
drawObject.Dispose();
}
}
}
}
// Free any unmanaged objects here.
//
this._disposed = true;
}
}
~CommandDeleteAll()
{
this.Dispose(false);
}
#endregion
}
}