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use scene::{Element, ElementRef, Project, SceneTracks};
use timeline::TrackType;
use timeline::placement::apply::ApplyPlacementParams;
use timeline::placement::{
NewTrackPosition, PlacementResult, PlacementStrategy, PlacementSubject,
ResolveTrackPlacementParams, apply_placement, ordered_tracks, resolve_track_placement,
};
use uuid::Uuid;
use crate::command::{Command, CommandError, CommandResult};
use crate::project_ext::active_scene_mut;
fn build_duplicate_element(element: &Element, id: String) -> Element {
let mut duplicate = element.clone();
{
let base = duplicate.base_mut();
base.id = id;
base.name = format!("{} (copy)", base.name);
base.animations = animation::clone_animations(base.animations.as_ref(), true);
}
duplicate
}
pub struct DuplicateElementsCommand {
elements: Vec<ElementRef>,
duplicated: Vec<ElementRef>,
saved_state: Option<SceneTracks>,
}
impl DuplicateElementsCommand {
pub fn new(elements: Vec<ElementRef>) -> Self {
Self {
elements,
duplicated: Vec::new(),
saved_state: None,
}
}
pub fn duplicated_elements(&self) -> &[ElementRef] {
&self.duplicated
}
}
impl Command for DuplicateElementsCommand {
fn execute(
&mut self,
project: &mut Project,
) -> Result<Option<CommandResult>, CommandError> {
let Some(scene) = active_scene_mut(project) else {
return Ok(None);
};
self.saved_state = Some(scene.tracks.clone());
self.duplicated.clear();
let saved_state = scene.tracks.clone();
let mut updated_tracks = scene.tracks.clone();
for track in ordered_tracks(&saved_state) {
let new_elements: Vec<Element> = track
.elements()
.iter()
.filter(|element| {
self.elements.iter().any(|target| {
target.track_id == track.id() && target.element_id == element.base().id
})
})
.map(|element| build_duplicate_element(element, Uuid::new_v4().to_string()))
.collect();
if new_elements.is_empty() {
continue;
}
let placement_result = resolve_track_placement(&ResolveTrackPlacementParams {
tracks: updated_tracks.clone(),
subject: PlacementSubject::TrackType(TrackType::of_track(track)),
time_spans: Vec::new(),
strategy: PlacementStrategy::AlwaysNew {
position: NewTrackPosition::Highest,
},
});
let Some(placement_result @ PlacementResult::NewTrack { .. }) = placement_result
else {
continue;
};
let new_element_ids: Vec<String> = new_elements
.iter()
.map(|element| element.base().id.clone())
.collect();
let Some(applied) = apply_placement(&ApplyPlacementParams {
tracks: updated_tracks.clone(),
placement_result,
elements: new_elements,
new_track_id: Uuid::new_v4().to_string(),
new_track_insert_index_override: None,
}) else {
continue;
};
updated_tracks = applied.updated_tracks;
self.duplicated.extend(new_element_ids.into_iter().map(|element_id| {
ElementRef {
track_id: applied.target_track_id.clone(),
element_id,
}
}));
}
scene.tracks = updated_tracks;
if self.duplicated.is_empty() {
return Ok(None);
}
Ok(Some(CommandResult::element_selection(
self.duplicated.clone(),
)))
}
fn undo(&mut self, project: &mut Project) {
let Some(saved) = &self.saved_state else {
return;
};
if let Some(scene) = active_scene_mut(project) {
scene.tracks = saved.clone();
}
}
}
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