~HistoryHandler();
void CleanHistory();
StateType* Undo(StateType* State);
+ StateType* UndoKeepCurrent();
StateType* Redo(StateType* State);
+ StateType* RedoKeepCurrent();
void Save(StateType* State);
StateType* GetPrevious();
StateType* GetNext();
MeshManagerModel(std::vector<vtkPolyData*> meshList);
~MeshManagerModel();
+ void SetHistory(int maxCapacity);
void ResetHistory();
void ResetAll();
void SetMeshBase(vtkPolyData* mesh);
void SetMeshMemoryMode(vtkPolyData* mesh);
+ void MeshMemoryModeOn();
+ void MeshMemoryModeOff();
void CopySetMeshBase(vtkPolyData* mesh);
void ResetMeshTemp();
//void ResetMeshTemp_();
void NextMesh();
void PreviousMesh();
+ void SaveMemoryMode();
void Undo();
void Redo();
int currentMesh;
int meshId;
int lastModified;
+ bool memoryMode;
class ManagerState{
public:
void Save();
void RestoreState(ManagerState* state);
+ void RestoreStateMemoryMode(ManagerState* state);
HistoryHandler<ManagerState> *history;