From ed1eb1e18f0fcb469912cd493ba79be8e880855e Mon Sep 17 00:00:00 2001 From: kobewi Date: Wed, 29 Mar 2023 16:21:22 +0200 Subject: Update UndoRedo description (cherry picked from commit 3a06e6af76a45ecda4d2247f78046f3e08260919) --- doc/classes/EditorUndoRedoManager.xml | 2 ++ doc/classes/UndoRedo.xml | 31 ++++++++++++++++++++++++------- 2 files changed, 26 insertions(+), 7 deletions(-) (limited to 'doc/classes') 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]. 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 @@ - Helper to manage undo/redo operations in the editor or custom tools. + General-purpose helper to manage undo/redo operations. - 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. @@ -83,6 +84,14 @@ 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] @@ -106,6 +115,14 @@ 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] -- cgit v1.2.3