What is the best way to implement an undo-list using arrays?

My current project involves creating a paint program in JavaScript, and I am aiming to implement an undo function rather than just an eraser. How can I store events in an array and then enable the deletion of each event individually?

I have a dropdown menu for selecting tools (but only four are functional at the moment). I have also added an undo button with an ID. Despite spending hours (and even days) trying to figure it out, I believe I need to utilize both push and an empty array to make progress.

Below is the code snippet for tool selection and the button:

<label>
  Object type:
    <select id="selectTool">
        <option value="line">Line</option>
        <option value="pencil">Pencil</option>
        <option value="rect">Rectangle</option>
        <option value="circle">Circle</option>
        <option value="oval">Oval</option>
        <option value="polygon">Polygon</option>
    </select>

  Shape drawn:
    <select id="shapeDrawn">
        <option value=""></option>
    </select>   

  <input type="button" id="cmbDelete" value="Undo last action">

</label>

The potential structure of the undo function might resemble this, although adjustments are needed:

var shapes = [];
shapes.push(newShape);


function cmbDeleteClick(){
  if(shapes.length > 0){
    var selectedShapeIndex = selectShape.selectedIndex;
    shapes.splice(selectedShapeIndex,1);
    selectShape.options.remove(selectedShapeIndex);
    selectShape.selectedIndex = selectShape.options.length - 1;
  }
    cmbDelete = document.getElementById("cmbDelete");
    cmbDelete.addEventListener("click",cmbDeleteClick, false);
    fillSelectShapeTypes();
    drawCanvas(); 
}

In an ideal scenario, everything painted on the canvas should be listed in a dropdown menu and be deletable by clicking a button. The "working" version of the code can be accessed here JS Bin

Answer №1

Your current code lacks the utilization of the shapes array and does not provide a way to update or redraw them after their initial creation.

An alternative approach is to store each action as a bitmap representation. To achieve this, you can create an array to hold these bitmaps:

var history = [];

Once a drawing action is completed, capture a snapshot of the current canvas and save it in the history array:

history.push(contextTmp.getImageData(0,0,canvasTmp.width,canvasTmp.height))

To undo an action, simply remove the last entry from the history array and draw the previous bitmap onto the canvas:

function cmbDeleteClick(){
    history.pop()
    contextTmp.putImageData(history[history.length-1],0,0)
}

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8>
  <title>Paint</title>
<style type="text/css">
#content { position: relative; }
#cvs { border: 1px solid #c00; }
#cvsTmp { position: absolute; top: 1px; left: 1px; }
    </style>
</head>
<body>
<p>

<label>
Object type:
<select id="selectTool">
<option value="line">Line</option>
<option value="pencil">Pencil</option>
<option value="rect">Rectangle</option>
<option value="circle">Circle</option>
<option value="oval">Oval</option>
<option value="polygon">Polygon</option>
</select>

Shape drawn:
<select id="shapeDrawn">
<option value=""></option>
</select>

History:
<select id="historySelect">
</select>
  
<input type="button" id="cmbDelete" value="Undo last action">

</label>

</p>

<div id="content">
<canvas id="cvs" width="1024" height="512></canvas>
</div>

<script type="text/javascript">


if(window.addEventListener) {
window.addEventListener('load', function () {
  var canvas;
  var context;
  var canvasTmp;
  var contextTmp;

  var tool;
  var toolDefault = 'line';

  var cmbDelete = null;
  var shapes = [];
  var history = [];
  var historySelect;

// Canvas and temp. canvas

function init () {
    // Implementation goes here
}

// Event listeners and functions for handling mouse actions and drawing tools

var tools = {};

// Additional comments on efficiency and memory consumption.

This method may have limitations in terms of memory usage since it stores complete bitmaps for each operation. It would be more efficient to have the drawing tools generate shape instances that could be redrawn when needed.

Answer №2

To ensure you can revert any changes made to a painting, it's important to maintain the complete state of the artwork before each modification. This involves creating an undo array where you store the current canvas state just before applying any changes. Utilizing functions like canvas.toDataURL can help capture the entire image state effectively.

When needing to undo a change, simply retrieve the last saved canvas state from the undo array and reset the canvas to display that image. A function designed for this purpose could look something like the following:

function undoLastChange() {
  const canvas = document.getElementById('canvas_ID');
  const ctx = canvas.getContext('2d');
  const img = new Image();
  img.onload = () => {
    ctx.drawImage(img, 0, 0);
  };
  img.src = undoArray.pop();
}

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