Add undo support for Json Asset editor window

This commit is contained in:
Wojtek Figat
2021-04-22 14:21:07 +02:00
parent af34bafc5a
commit b5e19d95bd

View File

@@ -17,6 +17,9 @@ namespace FlaxEditor.Windows.Assets
{
private readonly CustomEditorPresenter _presenter;
private readonly ToolStripButton _saveButton;
private readonly ToolStripButton _undoButton;
private readonly ToolStripButton _redoButton;
private readonly Undo _undo;
private object _object;
private bool _isRegisteredForScriptsReload;
@@ -24,8 +27,16 @@ namespace FlaxEditor.Windows.Assets
public JsonAssetWindow(Editor editor, AssetItem item)
: base(editor, item)
{
// Undo
_undo = new Undo();
_undo.UndoDone += OnUndoRedo;
_undo.RedoDone += OnUndoRedo;
// Toolstrip
_saveButton = (ToolStripButton)_toolstrip.AddButton(editor.Icons.Save32, Save).LinkTooltip("Save");
_toolstrip.AddSeparator();
_undoButton = (ToolStripButton)_toolstrip.AddButton(Editor.Icons.Undo32, _undo.PerformUndo).LinkTooltip("Undo (Ctrl+Z)");
_redoButton = (ToolStripButton)_toolstrip.AddButton(Editor.Icons.Redo32, _undo.PerformRedo).LinkTooltip("Redo (Ctrl+Y)");
// Panel
var panel = new Panel(ScrollBars.Vertical)
@@ -36,9 +47,19 @@ namespace FlaxEditor.Windows.Assets
};
// Properties
_presenter = new CustomEditorPresenter(null, "Loading...");
_presenter = new CustomEditorPresenter(_undo, "Loading...");
_presenter.Panel.Parent = panel;
_presenter.Modified += MarkAsEdited;
// Setup input actions
InputActions.Add(options => options.Undo, _undo.PerformUndo);
InputActions.Add(options => options.Redo, _undo.PerformRedo);
}
private void OnUndoRedo(IUndoAction action)
{
MarkAsEdited();
UpdateToolstrip();
}
private void OnScriptsReloadBegin()
@@ -70,6 +91,8 @@ namespace FlaxEditor.Windows.Assets
protected override void UpdateToolstrip()
{
_saveButton.Enabled = IsEdited;
_undoButton.Enabled = _undo.CanUndo;
_redoButton.Enabled = _undo.CanRedo;
base.UpdateToolstrip();
}
@@ -79,6 +102,7 @@ namespace FlaxEditor.Windows.Assets
{
_object = Asset.CreateInstance();
_presenter.Select(_object);
_undo.Clear();
ClearEditedFlag();
// Auto-close on scripting reload if json asset is from game scripts (it might be reloaded)