bae843a1c9
* RenderingServer * RichTextEffect * SceneTree * SceneTreeTimer * ScriptCreateDialog * SpinBox * Sprite2D * StreamPeer * String * SurfaceTool * TextEdit * TileMap * Tree * Tween * UDPServer * UndoRedo Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
255 lines
8.6 KiB
XML
255 lines
8.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="UndoRedo" inherits="Object" version="4.0">
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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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</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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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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[codeblocks]
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[gdscript]
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var undo_redo = get_undo_redo() # Method of EditorPlugin.
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func do_something():
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pass # Put your code here.
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func undo_something():
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pass # Put here the code that reverts what's done by "do_something()".
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func _on_MyButton_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_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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[/gdscript]
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[csharp]
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public UndoRedo UndoRedo;
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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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}
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public void DoSomething()
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{
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// Put your code here.
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}
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public void UndoSomething()
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{
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// Put here the code that reverts what's done by "DoSomething()".
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}
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private void OnMyButtonPressed()
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{
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var node = GetNode<Node2D>("MyNode2D");
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UndoRedo.CreateAction("Move the node");
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UndoRedo.AddDoMethod(this, nameof(DoSomething));
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UndoRedo.AddUndoMethod(this, nameof(UndoSomething));
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UndoRedo.AddDoProperty(node, "position", new Vector2(100, 100));
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UndoRedo.AddUndoProperty(node, "position", node.Position);
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UndoRedo.CommitAction();
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}
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[/csharp]
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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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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_do_method" qualifiers="vararg">
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<return type="void">
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</return>
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<argument index="0" name="object" type="Object">
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</argument>
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<argument index="1" name="method" type="StringName">
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</argument>
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<description>
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Register a method that will be called when the action is committed.
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</description>
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</method>
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<method name="add_do_property">
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<return type="void">
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</return>
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<argument index="0" name="object" type="Object">
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</argument>
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<argument index="1" name="property" type="StringName">
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</argument>
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<argument index="2" name="value" type="Variant">
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</argument>
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<description>
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Register a property value change for "do".
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</description>
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</method>
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<method name="add_do_reference">
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<return type="void">
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</return>
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<argument index="0" name="object" type="Object">
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</argument>
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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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</description>
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</method>
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<method name="add_undo_method" qualifiers="vararg">
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<return type="void">
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</return>
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<argument index="0" name="object" type="Object">
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</argument>
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<argument index="1" name="method" type="StringName">
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</argument>
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<description>
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Register a method that will be called when the action is undone.
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</description>
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</method>
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<method name="add_undo_property">
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<return type="void">
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</return>
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<argument index="0" name="object" type="Object">
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</argument>
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<argument index="1" name="property" type="StringName">
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</argument>
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<argument index="2" name="value" type="Variant">
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</argument>
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<description>
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Register a property value change for "undo".
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</description>
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</method>
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<method name="add_undo_reference">
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<return type="void">
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</return>
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<argument index="0" name="object" type="Object">
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</argument>
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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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</description>
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</method>
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<method name="clear_history">
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<return type="void">
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</return>
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<argument index="0" name="increase_version" type="bool" default="true">
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</argument>
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<description>
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Clear the undo/redo history and associated references.
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Passing [code]false[/code] to [code]increase_version[/code] will prevent the version number to be increased from this.
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</description>
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</method>
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<method name="commit_action">
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<return type="void">
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</return>
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<argument index="0" name="execute" type="bool" default="true">
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</argument>
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<description>
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Commit the action. If [code]execute[/code] is true (default), all "do" methods/properties are called/set when this function is called.
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</description>
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</method>
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<method name="create_action">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<argument index="1" name="merge_mode" type="int" enum="UndoRedo.MergeMode" default="0">
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</argument>
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<description>
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Create a new action. After this is called, do all your calls to [method add_do_method], [method add_undo_method], [method add_do_property], and [method add_undo_property], then commit the action with [method commit_action].
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The way actions are merged is dictated by the [code]merge_mode[/code] argument. See [enum MergeMode] for details.
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</description>
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</method>
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<method name="get_action_name">
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<return type="String">
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</return>
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Gets the action name from its index.
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</description>
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</method>
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<method name="get_current_action">
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<return type="int">
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</return>
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<description>
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Gets the index of the current action.
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</description>
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</method>
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<method name="get_current_action_name" qualifiers="const">
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<return type="String">
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</return>
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<description>
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Gets the name of the current action, equivalent to [code]get_action_name(get_current_action())[/code].
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</description>
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</method>
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<method name="get_history_count">
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<return type="int">
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</return>
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<description>
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Return how many element are in the history.
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</description>
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</method>
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<method name="get_version" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Gets the version. Every time a new action is committed, the [UndoRedo]'s version number is increased automatically.
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This is useful mostly to check if something changed from a saved version.
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</description>
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</method>
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<method name="has_redo">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if a "redo" action is available.
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</description>
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</method>
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<method name="has_undo">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if an "undo" action is available.
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</description>
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</method>
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<method name="is_committing_action" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the [UndoRedo] is currently committing the action, i.e. running its "do" method or property change (see [method commit_action]).
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</description>
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</method>
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<method name="redo">
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<return type="bool">
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</return>
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<description>
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Redo the last action.
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</description>
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</method>
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<method name="undo">
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<return type="bool">
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</return>
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<description>
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Undo the last action.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="version_changed">
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<description>
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Called when [method undo] or [method redo] was called.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="MERGE_DISABLE" value="0" enum="MergeMode">
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Makes "do"/"undo" operations stay in separate actions.
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</constant>
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<constant name="MERGE_ENDS" value="1" enum="MergeMode">
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Makes so that the action's "do" operation is from the first action created and the "undo" operation is from the last subsequent action with the same name.
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</constant>
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<constant name="MERGE_ALL" value="2" enum="MergeMode">
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Makes subsequent actions with the same name be merged into one.
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</constant>
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</constants>
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</class>
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