Helper to manage undo/redo operations in the editor or custom tools.
|Variant||add_do_method ( Object object, String method, … ) vararg|
|void||add_do_property ( Object object, String property, Variant value )|
|void||add_do_reference ( Object object )|
|Variant||add_undo_method ( Object object, String method, … ) vararg|
|void||add_undo_property ( Object object, String property, Variant value )|
|void||add_undo_reference ( Object object )|
|void||clear_history ( bool increase_version=true )|
|void||commit_action ( )|
|void||create_action ( String name, MergeMode merge_mode=0 )|
|String||get_current_action_name ( ) const|
|int||get_version ( ) const|
|bool||is_commiting_action ( ) const|
|bool||redo ( )|
|bool||undo ( )|
Helper to manage undo/redo operations in the editor or custom tools. It works by registering methods and property changes inside ‘actions’.
Common behavior is to create an action, then add do/undo calls to functions or property changes, then committing the action.
Here’s an example on how to add an action to the Godot editor’s own UndoRedo, from a plugin:
var undo_redo = get_undo_redo() # Method of EditorPlugin. func do_something(): pass # Put your code here. func undo_something(): pass # Put here the code that reverts what's done by "do_something()". func _on_MyButton_pressed(): var node = get_node("MyNode2D") undo_redo.create_action("Move the node") undo_redo.add_do_method(self, "do_something") undo_redo.add_undo_method(self, "undo_something") undo_redo.add_do_property(node, "position", Vector2(100,100)) undo_redo.add_undo_property(node, "position", node.position) undo_redo.commit_action()
Register a method that will be called when the action is committed.
Register a property value change for ‘do’.
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.
Register a method that will be called when the action is undone.
Register a property value change for ‘undo’.
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!).
Clear the undo/redo history and associated references.
increase_version will prevent the version number to be increased from this.
Commit the action. All ‘do’ methods/properties are called/set when this function is called.
The way actions are merged is dictated by the
merge_mode argument. See MergeMode for details.
Get the name of the current action.
Get the version, each time a new action is committed, the version number of the UndoRedo is increased automatically.
This is useful mostly to check if something changed from a saved version.
Redo the last action.
Undo the last action.
© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.