diff options
| -rw-r--r-- | doc/classes/EditorUndoRedoManager.xml | 2 | ||||
| -rw-r--r-- | doc/classes/UndoRedo.xml | 31 | 
2 files changed, 26 insertions, 7 deletions
diff --git a/doc/classes/EditorUndoRedoManager.xml b/doc/classes/EditorUndoRedoManager.xml index 4d6938e6aa..bf2acd0805 100644 --- a/doc/classes/EditorUndoRedoManager.xml +++ b/doc/classes/EditorUndoRedoManager.xml @@ -10,6 +10,8 @@  		- If the object is a built-in resource, use the scene from its path;  		- If the object is external resource or anything else, use global history.  		This guessing can sometimes yield false results, so you can provide a custom context object when creating an action. +		[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. +		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].  	</description>  	<tutorials>  	</tutorials> diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml index e43bceb941..3365806b4c 100644 --- a/doc/classes/UndoRedo.xml +++ b/doc/classes/UndoRedo.xml @@ -1,15 +1,15 @@  <?xml version="1.0" encoding="UTF-8" ?>  <class name="UndoRedo" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">  	<brief_description> -		Helper to manage undo/redo operations in the editor or custom tools. +		General-purpose helper to manage undo/redo operations.  	</brief_description>  	<description> -		Helper to manage undo/redo operations in the editor or custom tools. It works by registering methods and property changes inside "actions". +		UndoRedo works by registering methods and property changes inside "actions".  		Common behavior is to create an action, then add do/undo calls to functions or property changes, then committing the action. -		Here's an example on how to add an action to the Godot editor's own [UndoRedo], from a plugin: +		Here's an example on how to add an UndoRedo action:  		[codeblocks]  		[gdscript] -		var undo_redo = get_undo_redo() # Method of EditorPlugin. +		var undo_redo = UndoRedo.new()  		func do_something():  		    pass # Put your code here. @@ -20,8 +20,8 @@  		func _on_my_button_pressed():  		    var node = get_node("MyNode2D")  		    undo_redo.create_action("Move the node") -		    undo_redo.add_do_method(self, "do_something") -		    undo_redo.add_undo_method(self, "undo_something") +		    undo_redo.add_do_method(do_something) +		    undo_redo.add_undo_method(undo_something)  		    undo_redo.add_do_property(node, "position", Vector2(100,100))  		    undo_redo.add_undo_property(node, "position", node.position)  		    undo_redo.commit_action() @@ -31,7 +31,7 @@  		public override void _Ready()  		{ -		    _undoRedo = GetUndoRedo(); // Method of EditorPlugin. +		    _undoRedo = new UndoRedo();  		}  		public void DoSomething() @@ -58,6 +58,7 @@  		[/codeblocks]  		[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.  		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. +		If you are making an [EditorPlugin] and want to integrate into the editor's undo history, use [EditorUndoRedoManager] instead.  	</description>  	<tutorials>  	</tutorials> @@ -83,6 +84,14 @@  			<param index="0" name="object" type="Object" />  			<description>  				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. +				[codeblock] +				var node = Node2D.new() +				undo_redo.create_action("Add node") +				undo_redo.add_do_method(add_child.bind(node)) +				undo_redo.add_do_reference(node) +				undo_redo.add_undo_method(remove_child.bind(node)) +				undo_redo.commit_action() +				[/codeblock]  			</description>  		</method>  		<method name="add_undo_method"> @@ -106,6 +115,14 @@  			<param index="0" name="object" type="Object" />  			<description>  				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!). +				[codeblock] +				var node = $Node2D +				undo_redo.create_action("Remove node") +				undo_redo.add_do_method(remove_child.bind(node)) +				undo_redo.add_undo_method(add_child.bind(node)) +				undo_redo.add_undo_reference(node) +				undo_redo.commit_action() +				[/codeblock]  			</description>  		</method>  		<method name="clear_history">  |