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Author SHA1 Message Date
Christian Kaiser 83b4b5b896
Merge fe39e0cd86 into 2ba051b59b 2025-07-23 23:15:37 +00:00
Christian Kaiser fe39e0cd86 [lua] Add sprite.undoHistory 2025-07-23 20:15:09 -03:00
David Capello 2ba051b59b Fix crash deselecting moved pixels when using certain extensions (fix #5280)
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Although the issue refers to deselecting MovingPixelsState, the same
crash could happen when canceling/finishing WritingTextState or
MovingSelectionState. This fixes the crash for all these states.
2025-07-23 19:01:37 -03:00
5 changed files with 112 additions and 1 deletions

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@ -13,6 +13,8 @@
#include "app/console.h"
#include "app/context.h"
#include "app/context_observer.h"
#include "app/doc.h"
#include "app/doc_undo.h"
#include "app/script/docobj.h"
#include "app/script/engine.h"
#include "app/script/luacpp.h"

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@ -64,6 +64,7 @@
#include "doc/tag.h"
#include "doc/tileset.h"
#include "doc/tilesets.h"
#include "undo/undo_state.h"
#include <algorithm>
@ -1029,6 +1030,42 @@ int Sprite_set_useLayerUuids(lua_State* L)
return 0;
}
int Sprite_get_undoHistory(lua_State* L)
{
const auto* sprite = get_docobj<Sprite>(L, 1);
const auto* doc = static_cast<Doc*>(sprite->document());
const auto* history = doc->undoHistory();
if (!history) {
lua_pushnil(L);
return 1;
}
const undo::UndoState* currentState = history->currentState();
const undo::UndoState* s = history->firstState();
const bool canRedo = history->canRedo();
bool pastCurrent = !currentState && canRedo;
int undoSteps = 0;
int redoSteps = 0;
while (s) {
if (pastCurrent && canRedo)
redoSteps++;
else if (currentState || !canRedo)
undoSteps++;
if (s == currentState || !currentState)
pastCurrent = true;
s = s->next();
}
lua_newtable(L);
setfield_integer(L, "undoSteps", undoSteps);
setfield_integer(L, "redoSteps", redoSteps);
return 1;
}
const luaL_Reg Sprite_methods[] = {
{ "__eq", Sprite_eq },
{ "resize", Sprite_resize },
@ -1094,6 +1131,7 @@ const Property Sprite_properties[] = {
{ "events", Sprite_get_events, nullptr },
{ "tileManagementPlugin", Sprite_get_tileManagementPlugin, Sprite_set_tileManagementPlugin },
{ "useLayerUuids", Sprite_get_useLayerUuids, Sprite_set_useLayerUuids },
{ "undoHistory", Sprite_get_undoHistory, nullptr },
{ nullptr, nullptr, nullptr }
};

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@ -58,6 +58,7 @@
#include "app/util/tile_flags_utils.h"
#include "base/chrono.h"
#include "base/convert_to.h"
#include "base/scoped_value.h"
#include "doc/doc.h"
#include "doc/mask_boundaries.h"
#include "doc/slice.h"
@ -266,6 +267,23 @@ void Editor::setStateInternal(const EditorStatePtr& newState)
{
m_brushPreview.hide();
// Some onLeaveState impls (like the ones from MovingPixelsState,
// WritingTextState, MovingSelectionState) might generate a
// Tx/Transaction::commit(), which will add a new undo state,
// triggering a sprite change scripting event
// (SpriteEvents::onAddUndoState). This event could be handled by an
// extension and that extension might want to save the current
// sprite (e.g. calling Sprite_saveCopyAs, the kind of extension
// that takes snapshots after each sprite change). That will be a
// new Context::executeCommand() for the save command, generating a
// BeforeCommandExecution signal, getting back to onLeaveState
// again. In that case, we just ignore the reentry as the first
// onLeaveState should handle everything (to avoid an stack
// overflow/infinite recursion).
if (m_leavingState)
return;
base::ScopedValue leaving(m_leavingState, true);
// Fire before change state event, set the state, and fire after
// change state event.
EditorState::LeaveAction leaveAction = m_state->onLeaveState(this, newState.get());

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@ -1,5 +1,5 @@
// Aseprite
// Copyright (C) 2018-2024 Igara Studio S.A.
// Copyright (C) 2018-2025 Igara Studio S.A.
// Copyright (C) 2001-2018 David Capello
//
// This program is distributed under the terms of
@ -458,6 +458,13 @@ private:
DocView* m_docView;
// Special flag to avoid re-entering a new state when we are leaving
// the current one. This avoids an infinite onLeaveState() recursion
// in some special cases when an extension (third-party code)
// creates a new sprite change in the same sprite change scripting
// event.
bool m_leavingState = false;
// Last known mouse position received by this editor when the
// mouse button was pressed. Used for auto-scrolling. To get the
// current mouse position on the editor you can use

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@ -228,3 +228,49 @@ do
c = app.open(fn)
assert(c.tileManagementPlugin == nil)
end
-- Undo History
do
local sprite = Sprite(1, 1)
assert(sprite.undoHistory.undoSteps == 0)
assert(sprite.undoHistory.redoSteps == 0)
sprite:resize(10, 10)
assert(sprite.undoHistory.undoSteps == 1)
assert(sprite.undoHistory.redoSteps == 0)
sprite:resize(10, 15)
assert(sprite.undoHistory.undoSteps == 2)
assert(sprite.undoHistory.redoSteps == 0)
sprite:resize(10, 30)
assert(sprite.undoHistory.undoSteps == 3)
assert(sprite.undoHistory.redoSteps == 0)
app.undo()
assert(sprite.undoHistory.undoSteps == 2)
assert(sprite.undoHistory.redoSteps == 1)
app.undo()
assert(sprite.undoHistory.undoSteps == 1)
assert(sprite.undoHistory.redoSteps == 2)
app.redo()
assert(sprite.undoHistory.undoSteps == 2)
assert(sprite.undoHistory.redoSteps == 1)
app.undo()
app.undo()
assert(sprite.undoHistory.undoSteps == 0)
assert(sprite.undoHistory.redoSteps == 3)
sprite:resize(10, 30)
assert(sprite.undoHistory.undoSteps == 1)
assert(sprite.undoHistory.redoSteps == 0)
end