Table of Contents
Implementing a Redo Function in Your Game’s Undo System
Understanding the Command Pattern
To effectively implement a redo function, leverage the Command Pattern. This design pattern allows you to encapsulate actions as objects, making it easier to handle both undo and redo functionalities.
Data Structures for Undo/Redo
Utilize two stacks to manage your undo and redo operations. The undo stack keeps track of recent actions, while the redo stack is used for actions that have been undone.
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stack<Action> undoStack;
stack<Action> redoStack;
Implementing the Redo Function
- When an action is undone, push it onto the redo stack.
- To redo an action, pop it from the redo stack, reapply the action, and push it back onto the undo stack.
void redo() {
if (!redoStack.empty()) {
Action lastRedoAction = redoStack.top();
redoStack.pop();
lastRedoAction.execute();
undoStack.push(lastRedoAction);
}
}
Managing Game State
Each action should include methods for both execution and reversion. This guarantees that the state remains consistent when actions are undone or redone:
class Action {
public:
void execute();
void unexecute();
}
User Interface Considerations
Ensure your user interface effectively communicates available redo actions. Disable the redo button when the redo stack is empty to prevent invalid operations.