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1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
132 lines
4.5 KiB
C++
132 lines
4.5 KiB
C++
/*************************************************************************/
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/* undo_redo.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef UNDO_REDO_H
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#define UNDO_REDO_H
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#include "object.h"
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#include "resource.h"
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class UndoRedo : public Object {
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OBJ_TYPE(UndoRedo,Object);
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OBJ_SAVE_TYPE( UndoRedo );
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public:
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typedef void (*CommitNotifyCallback)(void *p_ud,const String& p_name);
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Variant _add_do_method(const Variant** p_args, int p_argcount, Variant::CallError& r_error);
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Variant _add_undo_method(const Variant** p_args, int p_argcount, Variant::CallError& r_error);
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typedef void (*MethodNotifyCallback)(void *p_ud,Object*p_base,const StringName& p_name,VARIANT_ARG_DECLARE);
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typedef void (*PropertyNotifyCallback)(void *p_ud,Object*p_base,const StringName& p_property,const Variant& p_value);
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private:
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struct Operation {
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enum Type {
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TYPE_METHOD,
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TYPE_PROPERTY,
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TYPE_REFERENCE
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};
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Type type;
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Ref<Resource> resref;
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ObjectID object;
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String name;
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Variant args[VARIANT_ARG_MAX];
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};
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struct Action {
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String name;
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List<Operation> do_ops;
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List<Operation> undo_ops;
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};
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Vector<Action> actions;
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int current_action;
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int action_level;
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int max_steps;
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bool merging;
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uint64_t version;
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void _pop_history_tail();
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void _process_operation_list(List<Operation>::Element *E);
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void _discard_redo();
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CommitNotifyCallback callback;
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void* callback_ud;
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void* method_callbck_ud;
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void* prop_callback_ud;
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MethodNotifyCallback method_callback;
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PropertyNotifyCallback property_callback;
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protected:
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static void _bind_methods();
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public:
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void create_action(const String& p_name="",bool p_mergeable=false);
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void add_do_method(Object *p_object,const String& p_method,VARIANT_ARG_LIST);
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void add_undo_method(Object *p_object,const String& p_method,VARIANT_ARG_LIST);
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void add_do_property(Object *p_object,const String& p_property,const Variant& p_value);
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void add_undo_property(Object *p_object,const String& p_property,const Variant& p_value);
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void add_do_reference(Object *p_object);
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void add_undo_reference(Object *p_object);
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void commit_action();
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void redo();
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void undo();
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String get_current_action_name() const;
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void clear_history();
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void set_max_steps(int p_max_steps);
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int get_max_steps() const;
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uint64_t get_version() const;
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void set_commit_notify_callback(CommitNotifyCallback p_callback,void* p_ud);
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void set_method_notify_callback(MethodNotifyCallback p_method_callback,void* p_ud);
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void set_property_notify_callback(PropertyNotifyCallback p_property_callback,void* p_ud);
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UndoRedo();
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~UndoRedo();
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};
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#endif // UNDO_REDO_H
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