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On 28/07/2007 at 10:13, xxxxxxxx wrote:
User Information: Cinema 4D Version: Platform: Language(s) :
--------- me again,
I'm at the point where I want to be able to do undos.
I have a GeDynamicArray where I store the map points, I want to be able to undo changes in this array, but when I call doc->AddUndo(UNDO_CHANGE, (void* )this); I crash?? any ideas?
I don't think C4D knows about this array within my class, so how do I go about adding this data to an undo?
Bool AIMap::AddLink(BaseDocument* doc, Real mx, Real my, BaseDraw* bd) { doc->AddUndo(UNDO_CHANGE, (void* )this); return AddLink(doc, linkSelection.index[0], linkSelection.index[1]); }
best, Julio
On 28/07/2007 at 11:35, xxxxxxxx wrote:
Can't do it. Undos are basically limited to BaseList2D derived objects (the docs really should be updated to mention what can be added for undo and what cannot - hint). You'll need to store the object in these cases: doc->AddUndo(UNDO_CHANGE, op). And I'm not certain that'll track changes to your GeDynamicArray so you'll need to see if it updates consistently.