/**********************************************************************

Audacity: A Digital Audio Editor

ProjectHistory.h

Paul Licameli split from ProjectManager.h

**********************************************************************/

#ifndef __AUDACITY_PROJECT_HISTORY__
#define __AUDACITY_PROJECT_HISTORY__

#include "ClientData.h"
#include "GlobalVariable.h"

class AudacityProject;
struct UndoState;
enum class UndoPush : unsigned char;

class PROJECT_HISTORY_API ProjectHistory final
   : public ClientData::Base
{
public:
   //! Type of function that saves project state to the database,
   //! or throws an exception on failure
   /*!
    Invoked when undo states are added or modified, or when the
    current state changes because of undo or redo
    */
   struct PROJECT_HISTORY_API AutoSave : GlobalHook<AutoSave,
      void(AudacityProject &)
   > {};

   static ProjectHistory &Get( AudacityProject &project );
   static const ProjectHistory &Get( const AudacityProject &project );

   explicit ProjectHistory( AudacityProject &project )
      : mProject{ project }
   {}
   ProjectHistory( const ProjectHistory & ) = delete;
   ProjectHistory &operator=( const ProjectHistory & ) = delete;
   ~ProjectHistory() override;

   void InitialState();
   void SetStateTo(unsigned int n, bool doAutosave = true);
   bool UndoAvailable() const;
   bool RedoAvailable() const;
   void PushState(
      const TranslatableString &desc,
      const TranslatableString &shortDesc); // use UndoPush::AUTOSAVE
   void PushState(
      const TranslatableString &desc,
      const TranslatableString &shortDesc, UndoPush flags);
   void RollbackState();
   void ModifyState(bool bWantsAutoSave);    // if true, writes auto-save file.
      // Should set only if you really want the state change restored after
      // a crash, as it can take many seconds for large (eg. 10 track-hours)
      // projects
   void PopState(const UndoState &state, bool doAutosave = true);

   bool GetDirty() const { return mDirty; }
   void SetDirty( bool value ) { mDirty = value; }

private:
   AudacityProject &mProject;

   bool mDirty{ false };
};

#endif
