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我正在尝试使用 lambda 在 pygame 应用程序中实现撤消和重做,但是与引用有关,或者我对实现的理解list.remove()导致我的程序崩溃。创建可撤消操作的代码如下

elif MOUSEBUTTONUP == event.type:
    x, y = pygame.mouse.get_pos()
    if leftClick:
        if len( objects ) > 0 and objects[ -1 ].is_open():
            actions.do( \
                [ lambda: objects[ -1 ].add( Point( x, y, 0 ) ) ], \
                [ lambda: objects[ -1 ].remove( Point( x, y, 0 ) ) ] \
            )
        else:
            actions.do( \
                [ lambda: objects.append( Polygon( ( 255, 255, 255 ) ).add( Point( x, y, 0 ) ) ) ],
                [ lambda: objects.pop() ] \
            )

其中 objects 是Polygons 的列表,它们被定义为

class Polygon:
    def __init__( self, colour, width = 0 ):
        self._points = []
        self._colour = colour
        self._isopen = True
        self._width  = width

    def get_colour( self ):
        return self._colour

    def add( self, point ):
        self._points.append( point )
        return self

    def remove( self, point ):
        print "List contains " + str( self._points )
        print "Trying to remove " + str( point )
        self._points.remove( point )
        return self

    def num_points( self ):
        return len( self._points )

    def get_points( self ):
        """ Returns a copy of the points in this vector as a list. """
        return self._points[:]

    def open( self ):
        self._isopen = True
        return self

    def close( self ):
        self._isopen = False
        return self

    def is_open( self ):
        return self._isopen

    def set_width( self, width ):
        self._width = width
        return self

    def get_width( self ):
        return self._width

    def is_filled( self ):
        return self._filled

添加的点定义为

class Point:
    def __init__( self, x, y, z ):
        self.x = x
        self.y = y
        self.z = z

    def rel_to( self, point ):
        x = self.move( point.z, point.x, self.z, self.x )
        y = self.move( point.z, point.y, self.z, self.y )
        return ( x, y )

    def move( self, viewer_d, displacement, object_d, object_h ):
        over  = object_h * viewer_d + object_d * displacement
        under = object_d + viewer_d + 1
        return over / under

    def __str__( self ):
        return "(%d, %d, %d)" % ( self.x, self.y, self.z )

    def __eq__( self, other ):
        return self.x == other.x and self.y == other.y and self.z == other.z

    def __ne__( self, other ):
        return not ( self == other )

actions,在第一个片段中,是 的一个实例Action,其定义如下

class Actions:
    #TODO implement immutability where possible
    def __init__( self ):
        self.undos = []
        self.redos = []

    def do( self, do_steps, undo_steps ):
        for do_step in do_steps:
            do_step()
        self.undos.append( ( do_steps, undo_steps ) )
        self.redos = []

    def can_undo( self ):
        return len( self.undos ) > 0

    def undo( self ):
        if self.can_undo():
            action = self.undos.pop()
            _, undo_steps = action
            for undo_step in undo_steps:
                undo_step()
            self.redos.append( action )

    def can_redo( self ):
        return len( self.redos ) > 0

    def redo( self ):
        if self.can_redo():
            action = self.redos.pop()
            redo_steps, _ = action
            for redo_step in redo_steps:
                redo_step()
            self.undos.append( action )

所以问题是,当我单击两次以上并尝试调用时,actions.undo()我得到一个异常list.remove(x),它说x列表中不存在,我认为是因为它试图两次删除同一点。在前两次单击之前不会发生这种情况的原因是第一次撤消尝试删除最近的点,而第二次撤消只是将多边形从对象堆栈中弹出。我的问题是为什么即使第一个点应该从堆栈中弹出并推入堆栈,Point它也会尝试两次删除同一点?非常感谢您的任何反馈。actions.undo()self.undosself.redos

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1 回答 1

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我想我想通了,无论如何它都能按预期工作。我推断出的理论是 lambda 动作在x,y和参数z上创建闭包Point(),因此在创建匿名函数时不是复制这些变量的值,而是维护指向它们的值的指针。因此,我可以删除最近的点,如xy并且z仍然引用现有点,但在第二次撤消时失败,因为该点不再存在。我使用了http://stackp.online.fr/?cat=8上 stackp 的 undo/redo 教程中的一片叶子,并将参数作为列表传递给匿名函数action.do(),这意味着在do()函数执行,因此正确的参数被发送到do(). 对不起,很长的问题和答案。

于 2012-05-28T15:21:14.087 回答