Inherits: Object
Helper to manage undo/redo operations in the editor or custom tools.
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()
create_action, add_do_method, add_undo_method, add_do_property, add_undo_property, and commit_action should be called one after the other, like in the example. Not doing so could lead to crashes.
If you don't need to register a method, you can leave add_do_method and add_undo_method out; the same goes for properties. You can also register more than one method/property.
void | add_do_method ( Object object, String method, ... ) vararg |
void | add_do_property ( Object object, String property, Variant value ) |
void | add_do_reference ( Object object ) |
void | 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 | has_redo ( ) |
bool | has_undo ( ) |
bool | is_commiting_action ( ) const |
bool | redo ( ) |
bool | undo ( ) |
Called when undo or redo was called.
enum MergeMode:
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.
Passing false
to 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.
Create a new action. After this is called, do all your calls to add_do_method, add_undo_method, add_do_property, and add_undo_property, then commit the action with commit_action.
The way actions are merged is dictated by the merge_mode
argument. See MergeMode for details.
Gets the name of the current action.
Gets the version. Every time a new action is committed, the UndoRedo
's version number is increased automatically.
This is useful mostly to check if something changed from a saved version.
Returns true
if a "redo" action is available.
Returns true
if an "undo" action is available.
Returns true
if the UndoRedo
is currently committing the action, i.e. running its "do" method or property change (see commit_action).
Redo the last action.
Undo the last action.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_undoredo.html