return;
}
+ redo_visual_stack.push_back (current_visual_state());
+
VisualState* vs = undo_visual_stack.back();
undo_visual_stack.pop_back();
use_visual_state (*vs);
- redo_visual_stack.push_back (vs);
}
void
return;
}
+ undo_visual_stack.push_back (current_visual_state());
+
VisualState* vs = redo_visual_stack.back();
redo_visual_stack.pop_back();
use_visual_state (*vs);
- undo_visual_stack.push_back (vs);
}
void
redo_visual_state ();
} else {
undo_visual_state ();
+ undo_visual_stack.clear(); //swap_visual_state truncates the undo stack so we are just bouncing between 2 states
}
}