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]