/
Undo.bindings.cs
381 lines (290 loc) · 15.5 KB
/
Undo.bindings.cs
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using UnityEngine;
using UnityEngine.Bindings;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
using System;
using Object = UnityEngine.Object;
using RequiredByNativeCodeAttribute = UnityEngine.Scripting.RequiredByNativeCodeAttribute;
namespace UnityEditor
{
[RequiredByNativeCode]
public struct UndoPropertyModification
{
public PropertyModification previousValue;
public PropertyModification currentValue;
[NativeName("keepPrefabOverride")]
int m_KeepPrefabOverride;
public bool keepPrefabOverride { get { return m_KeepPrefabOverride != 0; } set { m_KeepPrefabOverride = value ? 1 : 0; } }
}
[RequiredByNativeCode]
public struct UndoRedoInfo
{
public string undoName;
public int undoGroup;
[NativeName("isRedo")]
int m_IsRedo;
public bool isRedo { get { return m_IsRedo != 0; } set { m_IsRedo = value ? 1 : 0; } }
}
internal class AtomicUndoScope : IDisposable
{
bool m_Disposed;
public AtomicUndoScope()
{
Undo.BeginAtomicUndoGroup();
}
public void Dispose()
{
if (m_Disposed)
return;
m_Disposed = true;
Undo.EndAtomicUndoGroup();
}
}
// Lets you register undo operations on specific objects you are about to perform changes on.
[NativeHeader("Editor/Src/Undo/Undo.h")]
[NativeHeader("Editor/Src/Undo/UndoManager.h")]
[NativeHeader("Editor/Src/Undo/PropertyUndoManager.h")]
[NativeHeader("Editor/Src/Undo/ObjectUndo.h")]
[NativeHeader("Editor/Mono/Undo/Undo.bindings.h")]
[NativeHeader("Editor/Src/Undo/AssetUndo.h")]
public partial class Undo
{
[StaticAccessor("UndoBindings", StaticAccessorType.DoubleColon)]
public static extern bool isProcessing
{
[NativeMethod("GetIsProcessing")]
get;
}
[StaticAccessor("UndoBindings", StaticAccessorType.DoubleColon)]
private static extern void GetRecordsInternal(object undoRecords, out int undoCursorPos);
internal static void GetRecords(List<string> undoRecords, out int undoCursor)
{
GetRecordsInternal(undoRecords, out undoCursor);
}
[StaticAccessor("UndoBindings", StaticAccessorType.DoubleColon)]
private static extern void GetTimelineRecordsInternal(object undoRecords, object redoRecords);
internal static void GetRecords(List<string> undoRecords, List<string> redoRecords)
{
GetTimelineRecordsInternal(undoRecords, redoRecords);
}
[StaticAccessor("UndoBindings", StaticAccessorType.DoubleColon)]
private static extern void GetUndoListInternal(object undoList, out int undoCursorPos);
internal static void GetUndoList(List<string> undoList, out int undoCursor)
{
GetUndoListInternal(undoList, out undoCursor);
}
public static void RegisterCompleteObjectUndo(Object objectToUndo, string name)
{
Object[] objects = { objectToUndo };
RegisterCompleteObjectUndoMultiple(objectToUndo, objects, name, 0);
}
public static void RegisterCompleteObjectUndo(Object[] objectsToUndo, string name)
{
if (objectsToUndo.Length > 0)
RegisterCompleteObjectUndoMultiple(objectsToUndo[0], objectsToUndo, name, 0);
}
[NativeThrows]
[StaticAccessor("UndoBindings", StaticAccessorType.DoubleColon)]
private static extern void RegisterCompleteObjectUndoMultiple([NotNull] Object identifier, [Unmarshalled] Object[] objectsToUndo, string name, int namePriority);
public static void SetTransformParent(Transform transform, Transform newParent, string name)
{
SetTransformParent(transform, newParent, true, name);
}
[FreeFunction("SetTransformParentUndo")]
public static extern void SetTransformParent([NotNull] Transform transform, Transform newParent, bool worldPositionStays, string name);
[NativeThrows]
[StaticAccessor("UndoBindings", StaticAccessorType.DoubleColon)]
public static extern void MoveGameObjectToScene([NotNull] GameObject go, Scene scene, string name);
[StaticAccessor("UndoBindings", StaticAccessorType.DoubleColon)]
public static extern void SetSiblingIndex([NotNull] Transform transform, int siblingIndex, string name);
// Register the state of a Unity Object so the user can later undo back to that state.
public static void RegisterCreatedObjectUndo(Object objectToUndo, string name)
{
if (objectToUndo.GetType() == typeof(Transform) || objectToUndo.GetType().IsSubclassOf(typeof(Transform)))
throw new ArgumentException("Cannot call 'RegisterCreatedObjectUndo' on Transform components, as transforms cannot be created/destroyed independently from their game object");
RecordObjectCreation(objectToUndo, name, true);
}
internal static void RegisterCreatedObjectUndoToFrontOfUndoQueue(Object objectToUndo, string name)
{
RecordObjectCreationToFrontOfUndoQueue(objectToUndo, name);
}
internal static void RecordCreatedObject(Object objectToUndo, string name)
{
RecordObjectCreation(objectToUndo, name, false);
}
[FreeFunction]
private static extern void RecordObjectCreation([NotNull] Object objectToUndo, string name, bool withLegacyHierarchyRegistration);
[FreeFunction]
private static extern void RecordObjectCreationToFrontOfUndoQueue([NotNull] Object objectToUndo, string name);
public static void DestroyObjectImmediate(Object objectToUndo)
{
DestroyObjectUndoable(objectToUndo, "Destroy Object");
}
[NativeThrows]
[StaticAccessor("UndoBindings", StaticAccessorType.DoubleColon)]
internal static extern void DestroyObjectUndoable([NotNull] Object objectToUndo, string name);
[NativeThrows]
[StaticAccessor("UndoBindings", StaticAccessorType.DoubleColon)]
public static extern Component AddComponent([NotNull] GameObject gameObject, Type type);
public static T AddComponent<T>(GameObject gameObject) where T : Component
{
return AddComponent(gameObject, typeof(T)) as T;
}
[StaticAccessor("UndoBindings", StaticAccessorType.DoubleColon)]
public static extern void RegisterImporterUndo(string path, string name);
[FreeFunction("RegisterChildrenOrderUndo")]
public static extern void RegisterChildrenOrderUndo([NotNull] Object objectToUndo, string name);
[FreeFunction("RegisterFileChangeUndo_Internal")]
internal static extern void RegisterFileChangeUndo(GUID prefabToUndo, [NotNull] byte[] oldFileContent, [NotNull] byte[] newFileContent);
[FreeFunction("RegisterFullObjectHierarchyUndo")]
public static extern void RegisterFullObjectHierarchyUndo([NotNull] Object objectToUndo, string name);
[Obsolete("Use Undo.RegisterFullObjectHierarchyUndo(Object, string) instead")]
public static void RegisterFullObjectHierarchyUndo(UnityEngine.Object objectToUndo)
{
RegisterFullObjectHierarchyUndo(objectToUndo, "Full Object Hierarchy");
}
[FreeFunction("RecordUndoDiff")]
public static extern void RecordObject(Object objectToUndo, string name);
public static void RecordObjects(Object[] objectsToUndo, string name)
{
RecordObjectsInternal(objectsToUndo, objectsToUndo.Length, name);
}
[NativeThrows]
[StaticAccessor("UndoBindings", StaticAccessorType.DoubleColon)]
private static extern void RecordObjectsInternal([Unmarshalled] Object[] objectToUndo, int size, string name);
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
[NativeMethod("ClearUndoIdentifier")]
public static extern void ClearUndo(Object identifier);
// Perform an Undo operation.
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
[NativeMethod("Undo")]
public static extern void PerformUndo();
// Perform an Redo operation.
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
[NativeMethod("Redo")]
public static extern void PerformRedo();
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
internal static extern bool HasUndo();
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
internal static extern bool HasRedo();
// *undocumented*
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
public static extern void IncrementCurrentGroup();
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
internal static extern void BeginAtomicUndoGroup();
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
internal static extern void EndAtomicUndoGroup();
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
internal static extern int GetGroupFromStack(int undo);
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
public static extern int GetCurrentGroup();
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
public static extern string GetCurrentGroupName();
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
public static extern void SetCurrentGroupName(string name);
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
public static extern void RevertAllInCurrentGroup();
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
public static extern void RevertAllDownToGroup(int group);
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
public static extern void CollapseUndoOperations(int groupIndex);
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
public static extern void ClearAll();
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
internal static extern bool ConvertSerializedData();
[Obsolete("Use Undo.RegisterCompleteObjectUndo instead")]
public static void RegisterUndo(Object objectToUndo, string name)
{
RegisterCompleteObjectUndo(objectToUndo, name);
}
[Obsolete("Use Undo.RegisterCompleteObjectUndo instead")]
public static void RegisterUndo(Object[] objectsToUndo, string name)
{
RegisterCompleteObjectUndo(objectsToUndo, name);
}
// Undo/redo performed
public delegate void UndoRedoCallback();
/* TODO_UNDO
This can't be properly deprecated until all packages being tested through Katana that use the old callback have been updated to use the new callback.
[Obsolete("Use Undo.undoRedoEvent instead which provides Undo Event information", false)] */
public static UndoRedoCallback undoRedoPerformed;
[Obsolete("Use m_UndoRedoEvent instead", false)]
private static DelegateWithPerformanceTracker<UndoRedoCallback> m_UndoRedoPerformedEvent = new DelegateWithPerformanceTracker<UndoRedoCallback>($"{nameof(Undo)}.{nameof(undoRedoPerformed)}");
// Undo event
public delegate void UndoRedoEventCallback(in UndoRedoInfo undo);
public static UndoRedoEventCallback undoRedoEvent;
private static DelegateWithPerformanceTracker<UndoRedoEventCallback> m_UndoRedoEvent = new DelegateWithPerformanceTracker<UndoRedoEventCallback>($"{nameof(Undo)}.{nameof(undoRedoEvent)}");
// Called when about to flush undo recording
public delegate void WillFlushUndoRecord();
public static WillFlushUndoRecord willFlushUndoRecord;
private static DelegateWithPerformanceTracker<WillFlushUndoRecord> m_WillFlushUndoRecordEvent = new DelegateWithPerformanceTracker<WillFlushUndoRecord>($"{nameof(Undo)}.{nameof(willFlushUndoRecord)}");
[StaticAccessor("GetPropertyUndoManager()", StaticAccessorType.Dot)]
[NativeMethod("Flush")]
public static extern void FlushUndoRecordObjects();
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
[NativeMethod("FlushTrackedObjects")]
internal static extern void FlushTrackedObjects();
public delegate UndoPropertyModification[] PostprocessModifications(UndoPropertyModification[] modifications);
public static PostprocessModifications postprocessModifications;
private static DelegateWithPerformanceTracker<PostprocessModifications> m_PostprocessModificationsEvent = new DelegateWithPerformanceTracker<PostprocessModifications>($"{nameof(Undo)}.{nameof(postprocessModifications)}");
[RequiredByNativeCode]
internal static UndoPropertyModification[] InvokePostprocessModifications(UndoPropertyModification[] modifications)
{
if (postprocessModifications == null)
return modifications;
var remainingModifications = modifications;
foreach (var deleg in m_PostprocessModificationsEvent.UpdateAndInvoke(postprocessModifications))
{
remainingModifications = deleg.Invoke(remainingModifications);
}
return remainingModifications;
}
[RequiredByNativeCode]
private static void Internal_CallWillFlushUndoRecord()
{
foreach (var evt in m_WillFlushUndoRecordEvent.UpdateAndInvoke(willFlushUndoRecord))
evt();
}
[RequiredByNativeCode]
[Obsolete("Use Undo.Internal_CallUndoRedoEvent instead")]
private static void Internal_CallUndoRedoPerformed()
{
foreach (var evt in m_UndoRedoPerformedEvent.UpdateAndInvoke(undoRedoPerformed))
evt();
}
private static void Internal_CallUndoRedoEvent(UndoRedoInfo undoInfo)
{
foreach (var evt in m_UndoRedoEvent.UpdateAndInvoke(undoRedoEvent))
evt(undoInfo);
}
[StaticAccessor("GetUndoManager()", StaticAccessorType.Dot)]
[NativeMethod("ClearUndoSceneHandle")]
internal static extern void ClearUndoSceneHandle(UnityEngine.SceneManagement.Scene scene);
[FreeFunction("RegisterAssetsMoveUndo")]
internal static extern void RegisterAssetsMoveUndo(string[] assetPaths);
[Obsolete("Use Undo.RecordObject instead")]
public static void SetSnapshotTarget(Object objectToUndo, string name) {}
[Obsolete("Use Undo.RecordObject instead")]
public static void SetSnapshotTarget(Object[] objectsToUndo, string name) {}
[Obsolete("Use Undo.RecordObject instead")]
public static void ClearSnapshotTarget() {}
[Obsolete("Use Undo.RecordObject instead")]
public static void CreateSnapshot() {}
[Obsolete("Use Undo.RecordObject instead")]
public static void RestoreSnapshot() {}
[Obsolete("Use Undo.RecordObject instead")]
public static void RegisterSnapshot() {}
[Obsolete("Use DestroyObjectImmediate, RegisterCreatedObjectUndo or RegisterUndo instead.")]
public static void RegisterSceneUndo(string name) {}
}
[Obsolete("Use Undo.RecordObject before modifying the object instead")]
public class UndoSnapshot
{
public UndoSnapshot(Object[] objectsToUndo) {}
public void Restore() {}
public void Dispose() {}
}
}