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@ -10,6 +10,8 @@
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- If the object is a built-in resource, use the scene from its path;
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- If the object is external resource or anything else, use global history.
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This guessing can sometimes yield false results, so you can provide a custom context object when creating an action.
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[EditorUndoRedoManager] is intended to be used by Godot editor plugins. You can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses or plugins that don't need to integrate with the editor's undo history, use [UndoRedo] instead.
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The manager's API is mostly the same as in [UndoRedo], so you can refer to its documentation for more examples. The main difference is that [EditorUndoRedoManager] uses object + method name for actions, instead of [Callable].
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</description>
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<tutorials>
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</tutorials>
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@ -1,15 +1,15 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="UndoRedo" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Helper to manage undo/redo operations in the editor or custom tools.
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General-purpose helper to manage undo/redo operations.
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</brief_description>
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<description>
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Helper to manage undo/redo operations in the editor or custom tools. It works by registering methods and property changes inside "actions".
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UndoRedo works by registering methods and property changes inside "actions".
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Common behavior is to create an action, then add do/undo calls to functions or property changes, then committing the action.
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Here's an example on how to add an action to the Godot editor's own [UndoRedo], from a plugin:
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Here's an example on how to add an UndoRedo action:
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[codeblocks]
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[gdscript]
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var undo_redo = get_undo_redo() # Method of EditorPlugin.
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var undo_redo = UndoRedo.new()
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func do_something():
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pass # Put your code here.
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func _on_my_button_pressed():
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var node = get_node("MyNode2D")
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undo_redo.create_action("Move the node")
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undo_redo.add_do_method(self, "do_something")
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undo_redo.add_undo_method(self, "undo_something")
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undo_redo.add_do_method(do_something)
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undo_redo.add_undo_method(undo_something)
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undo_redo.add_do_property(node, "position", Vector2(100,100))
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undo_redo.add_undo_property(node, "position", node.position)
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undo_redo.commit_action()
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public override void _Ready()
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{
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_undoRedo = GetUndoRedo(); // Method of EditorPlugin.
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_undoRedo = new UndoRedo();
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}
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public void DoSomething()
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[/codeblocks]
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[method create_action], [method add_do_method], [method add_undo_method], [method add_do_property], [method add_undo_property], and [method commit_action] should be called one after the other, like in the example. Not doing so could lead to crashes.
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If you don't need to register a method, you can leave [method add_do_method] and [method add_undo_method] out; the same goes for properties. You can also register more than one method/property.
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If you are making an [EditorPlugin] and want to integrate into the editor's undo history, use [EditorUndoRedoManager] instead.
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</description>
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<tutorials>
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</tutorials>
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<param index="0" name="object" type="Object" />
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<description>
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Register a reference for "do" that will be erased if the "do" history is lost. This is useful mostly for new nodes created for the "do" call. Do not use for resources.
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[codeblock]
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var node = Node2D.new()
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undo_redo.create_action("Add node")
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undo_redo.add_do_method(add_child.bind(node))
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undo_redo.add_do_reference(node)
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undo_redo.add_undo_method(remove_child.bind(node))
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undo_redo.commit_action()
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[/codeblock]
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</description>
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</method>
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<method name="add_undo_method">
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<param index="0" name="object" type="Object" />
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<description>
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Register a reference for "undo" that will be erased if the "undo" history is lost. This is useful mostly for nodes removed with the "do" call (not the "undo" call!).
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[codeblock]
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var node = $Node2D
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undo_redo.create_action("Remove node")
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undo_redo.add_do_method(remove_child.bind(node))
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undo_redo.add_undo_method(add_child.bind(node))
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undo_redo.add_undo_reference(node)
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undo_redo.commit_action()
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[/codeblock]
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</description>
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</method>
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<method name="clear_history">
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