Helper to manage UndoRedo in the editor or custom tools.
    public class UndoRedo : Object

Helper to manage UndoRedo 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 Godot editor’s own ‘undoredo’:

[codeblock]

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()

[/codeblock]

CreateAction(string, Godot.UndoRedo.MergeMode), AddDoMethod(Godot.Object, string, params object[]), AddUndoMethod(Godot.Object, string, params object[]), AddDoProperty(Godot.Object, string, object), AddUndoProperty(Godot.Object, string, object), and CommitAction() 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 AddDoMethod(Godot.Object, string, params object[]) and AddUndoMethod(Godot.Object, string, params object[]) out, and so it goes for properties. You can register more than one method/property.

Inheritance Chain

Constructors

    public UndoRedo()

Methods

    public object AddDoMethod(Object @object, string method, params object[] args)

    public void AddDoProperty(Object @object, string property, object value)

Register a property value change for ‘do’.

    public void AddDoReference(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.

    public object AddUndoMethod(Object @object, string method, params object[] args)

    public void AddUndoProperty(Object @object, string property, object value)

Register a property value change for ‘undo’.

    public void AddUndoReference(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!).

    public void ClearHistory(bool increaseVersion = true)

Clear the undo/redo history and associated references.

Passing false to increaseVersion will prevent the version number to be increased from this.

    public void CommitAction()

Commit the action. All ‘do’ methods/properties are called/set when this function is called.

    public void CreateAction(string name, MergeMode mergeMode = MergeMode.Disable)

Create a new action. After this is called, do all your calls to AddDoMethod(Godot.Object, string, params object[]), AddUndoMethod(Godot.Object, string, params object[]), AddDoProperty(Godot.Object, string, object), and AddUndoProperty(Godot.Object, string, object), then commit the action with CommitAction().

The way actions are merged is dictated by the mergeMode argument. See MergeMode for details.

    public string GetCurrentActionName()

Get the name of the current action.

    public int GetVersion()

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.

    public bool IsCommitingAction()

    public bool Redo()

Redo last action.

    public bool Undo()

Undo last action.

Inner Types

MergeMode

Name Value Description
Disable 0 Makes [code]do[/code]/[code]undo[/code] operations stay in separate actions.
Ends 1 Makes so that the action’s [code]do[/code] operation is from the first action created and the [code]undo[/code] operation is from the last subsequent action with the same name.
All 2 Makes subsequent actions with the same name be merged into one.
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