1 /** 2 Helper to manage undo/redo operations in the editor or custom tools. 3 4 Copyright: 5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. 6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) 7 Copyright (c) 2017-2018 Godot-D contributors 8 9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License) 10 11 12 */ 13 module godot.undoredo; 14 import std.meta : AliasSeq, staticIndexOf; 15 import std.traits : Unqual; 16 import godot.d.traits; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.globalenums; 22 import godot.object; 23 import godot.classdb; 24 /** 25 Helper to manage undo/redo operations in the editor or custom tools. 26 27 It works by registering methods and property changes inside "actions". 28 Common behavior is to create an action, then add do/undo calls to functions or property changes, then committing the action. 29 Here's an example on how to add an action to the Godot editor's own $(D UndoRedo), from a plugin: 30 31 32 var undo_redo = get_undo_redo() # Method of EditorPlugin. 33 34 func do_something(): 35 pass # Put your code here. 36 37 func undo_something(): 38 pass # Put here the code that reverts what's done by "do_something()". 39 40 func _on_MyButton_pressed(): 41 var node = get_node("MyNode2D") 42 undo_redo.create_action("Move the node") 43 undo_redo.add_do_method(self, "do_something") 44 undo_redo.add_undo_method(self, "undo_something") 45 undo_redo.add_do_property(node, "position", Vector2(100,100)) 46 undo_redo.add_undo_property(node, "position", node.position) 47 undo_redo.commit_action() 48 49 50 $(D createAction), $(D addDoMethod), $(D addUndoMethod), $(D addDoProperty), $(D addUndoProperty), and $(D commitAction) should be called one after the other, like in the example. Not doing so could lead to crashes. 51 If you don't need to register a method, you can leave $(D addDoMethod) and $(D addUndoMethod) out; the same goes for properties. You can also register more than one method/property. 52 */ 53 @GodotBaseClass struct UndoRedo 54 { 55 package(godot) enum string _GODOT_internal_name = "UndoRedo"; 56 public: 57 @nogc nothrow: 58 union { /** */ godot_object _godot_object; /** */ GodotObject _GODOT_base; } 59 alias _GODOT_base this; 60 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 61 package(godot) __gshared bool _classBindingInitialized = false; 62 package(godot) static struct GDNativeClassBinding 63 { 64 __gshared: 65 @GodotName("add_do_method") GodotMethod!(void, GodotObject, String, GodotVarArgs) addDoMethod; 66 @GodotName("add_do_property") GodotMethod!(void, GodotObject, String, Variant) addDoProperty; 67 @GodotName("add_do_reference") GodotMethod!(void, GodotObject) addDoReference; 68 @GodotName("add_undo_method") GodotMethod!(void, GodotObject, String, GodotVarArgs) addUndoMethod; 69 @GodotName("add_undo_property") GodotMethod!(void, GodotObject, String, Variant) addUndoProperty; 70 @GodotName("add_undo_reference") GodotMethod!(void, GodotObject) addUndoReference; 71 @GodotName("clear_history") GodotMethod!(void, bool) clearHistory; 72 @GodotName("commit_action") GodotMethod!(void) commitAction; 73 @GodotName("create_action") GodotMethod!(void, String, long) createAction; 74 @GodotName("get_current_action_name") GodotMethod!(String) getCurrentActionName; 75 @GodotName("get_version") GodotMethod!(long) getVersion; 76 @GodotName("has_redo") GodotMethod!(bool) hasRedo; 77 @GodotName("has_undo") GodotMethod!(bool) hasUndo; 78 @GodotName("is_commiting_action") GodotMethod!(bool) isCommitingAction; 79 @GodotName("redo") GodotMethod!(bool) redo; 80 @GodotName("undo") GodotMethod!(bool) undo; 81 } 82 /// 83 pragma(inline, true) bool opEquals(in UndoRedo other) const 84 { return _godot_object.ptr is other._godot_object.ptr; } 85 /// 86 pragma(inline, true) typeof(null) opAssign(typeof(null) n) 87 { _godot_object.ptr = n; return null; } 88 /// 89 pragma(inline, true) bool opEquals(typeof(null) n) const 90 { return _godot_object.ptr is n; } 91 /// 92 size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; } 93 mixin baseCasts; 94 /// Construct a new instance of UndoRedo. 95 /// Note: use `memnew!UndoRedo` instead. 96 static UndoRedo _new() 97 { 98 static godot_class_constructor constructor; 99 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("UndoRedo"); 100 if(constructor is null) return typeof(this).init; 101 return cast(UndoRedo)(constructor()); 102 } 103 @disable new(size_t s); 104 /// 105 enum MergeMode : int 106 { 107 /** 108 Makes "do"/"undo" operations stay in separate actions. 109 */ 110 mergeDisable = 0, 111 /** 112 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. 113 */ 114 mergeEnds = 1, 115 /** 116 Makes subsequent actions with the same name be merged into one. 117 */ 118 mergeAll = 2, 119 } 120 /// 121 enum Constants : int 122 { 123 mergeDisable = 0, 124 mergeEnds = 1, 125 mergeAll = 2, 126 } 127 /** 128 Register a method that will be called when the action is committed. 129 */ 130 void addDoMethod(VarArgs...)(GodotObject object, in String method, VarArgs varArgs) 131 { 132 Array _GODOT_args = Array.make(); 133 _GODOT_args.append(object); 134 _GODOT_args.append(method); 135 foreach(vai, VA; VarArgs) 136 { 137 _GODOT_args.append(varArgs[vai]); 138 } 139 String _GODOT_method_name = String("add_do_method"); 140 this.callv(_GODOT_method_name, _GODOT_args); 141 } 142 /** 143 Register a property value change for "do". 144 */ 145 void addDoProperty(VariantArg2)(GodotObject object, in String property, in VariantArg2 value) 146 { 147 checkClassBinding!(typeof(this))(); 148 ptrcall!(void)(GDNativeClassBinding.addDoProperty, _godot_object, object, property, value); 149 } 150 /** 151 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. 152 */ 153 void addDoReference(GodotObject object) 154 { 155 checkClassBinding!(typeof(this))(); 156 ptrcall!(void)(GDNativeClassBinding.addDoReference, _godot_object, object); 157 } 158 /** 159 Register a method that will be called when the action is undone. 160 */ 161 void addUndoMethod(VarArgs...)(GodotObject object, in String method, VarArgs varArgs) 162 { 163 Array _GODOT_args = Array.make(); 164 _GODOT_args.append(object); 165 _GODOT_args.append(method); 166 foreach(vai, VA; VarArgs) 167 { 168 _GODOT_args.append(varArgs[vai]); 169 } 170 String _GODOT_method_name = String("add_undo_method"); 171 this.callv(_GODOT_method_name, _GODOT_args); 172 } 173 /** 174 Register a property value change for "undo". 175 */ 176 void addUndoProperty(VariantArg2)(GodotObject object, in String property, in VariantArg2 value) 177 { 178 checkClassBinding!(typeof(this))(); 179 ptrcall!(void)(GDNativeClassBinding.addUndoProperty, _godot_object, object, property, value); 180 } 181 /** 182 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!). 183 */ 184 void addUndoReference(GodotObject object) 185 { 186 checkClassBinding!(typeof(this))(); 187 ptrcall!(void)(GDNativeClassBinding.addUndoReference, _godot_object, object); 188 } 189 /** 190 Clear the undo/redo history and associated references. 191 Passing `false` to `increase_version` will prevent the version number to be increased from this. 192 */ 193 void clearHistory(in bool increase_version = true) 194 { 195 checkClassBinding!(typeof(this))(); 196 ptrcall!(void)(GDNativeClassBinding.clearHistory, _godot_object, increase_version); 197 } 198 /** 199 Commit the action. All "do" methods/properties are called/set when this function is called. 200 */ 201 void commitAction() 202 { 203 checkClassBinding!(typeof(this))(); 204 ptrcall!(void)(GDNativeClassBinding.commitAction, _godot_object); 205 } 206 /** 207 Create a new action. After this is called, do all your calls to $(D addDoMethod), $(D addUndoMethod), $(D addDoProperty), and $(D addUndoProperty), then commit the action with $(D commitAction). 208 The way actions are merged is dictated by the `merge_mode` argument. See $(D mergemode) for details. 209 */ 210 void createAction(in String name, in long merge_mode = 0) 211 { 212 checkClassBinding!(typeof(this))(); 213 ptrcall!(void)(GDNativeClassBinding.createAction, _godot_object, name, merge_mode); 214 } 215 /** 216 Gets the name of the current action. 217 */ 218 String getCurrentActionName() const 219 { 220 checkClassBinding!(typeof(this))(); 221 return ptrcall!(String)(GDNativeClassBinding.getCurrentActionName, _godot_object); 222 } 223 /** 224 Gets the version. Every time a new action is committed, the $(D UndoRedo)'s version number is increased automatically. 225 This is useful mostly to check if something changed from a saved version. 226 */ 227 long getVersion() const 228 { 229 checkClassBinding!(typeof(this))(); 230 return ptrcall!(long)(GDNativeClassBinding.getVersion, _godot_object); 231 } 232 /** 233 Returns `true` if a "redo" action is available. 234 */ 235 bool hasRedo() 236 { 237 checkClassBinding!(typeof(this))(); 238 return ptrcall!(bool)(GDNativeClassBinding.hasRedo, _godot_object); 239 } 240 /** 241 Returns `true` if an "undo" action is available. 242 */ 243 bool hasUndo() 244 { 245 checkClassBinding!(typeof(this))(); 246 return ptrcall!(bool)(GDNativeClassBinding.hasUndo, _godot_object); 247 } 248 /** 249 Returns `true` if the $(D UndoRedo) is currently committing the action, i.e. running its "do" method or property change (see $(D commitAction)). 250 */ 251 bool isCommitingAction() const 252 { 253 checkClassBinding!(typeof(this))(); 254 return ptrcall!(bool)(GDNativeClassBinding.isCommitingAction, _godot_object); 255 } 256 /** 257 Redo the last action. 258 */ 259 bool redo() 260 { 261 checkClassBinding!(typeof(this))(); 262 return ptrcall!(bool)(GDNativeClassBinding.redo, _godot_object); 263 } 264 /** 265 Undo the last action. 266 */ 267 bool undo() 268 { 269 checkClassBinding!(typeof(this))(); 270 return ptrcall!(bool)(GDNativeClassBinding.undo, _godot_object); 271 } 272 }