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||has_redo ( )|
|bool||has_undo ( )|
|bool||is_commiting_action ( ) const|
|bool||redo ( )|
|bool||undo ( )|
- MERGE_DISABLE = 0 — Makes “do”/”undo” operations stay in separate actions.
- MERGE_ENDS = 1 — Makes so that the action’s “do” operation is from the first action created and the “undo” operation is from the last subsequent action with the same name.
- MERGE_ALL = 2 — Makes subsequent actions with the same name be merged into one.
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”.
- void add_do_reference ( Object object )
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”.
- void add_undo_reference ( Object object )
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!).
- void clear_history ( bool increase_version=true )
Clear the undo/redo history and associated references.
increase_version will prevent the version number to be increased from this.
- void commit_action ( )
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.
- String get_current_action_name ( ) const
Gets the name of the current action.
- int get_version ( ) const
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.
- bool has_redo ( )
true if a “redo” action is available.
- bool has_undo ( )
true if an “undo” action is available.
- bool is_commiting_action ( ) const
true if the
UndoRedo is currently committing the action, i.e. running its “do” method or property change (see commit_action).
- bool redo ( )
Redo the last action.
- bool undo ( )
Undo the last action.