Helper to manage undo/redo operations in the editor or custom tools.
    public class UndoRedo : Object

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:

[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; the same goes for properties. You can also register more than one method/property.

Inheritance Chain

Constructors

    public UndoRedo()

Signals

    "version_changed" ()

Called when Undo() or Redo() was called.

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()

Gets the name of the current action.

    public ulong GetVersion()

    public bool HasRedo()

Returns true if a “redo” action is available.

    public bool HasUndo()

Returns true if an “undo” action is available.

    public bool IsCommitingAction()

Returns true if the UndoRedo is currently committing the action, i.e. running its “do” method or property change (see CommitAction()).

    public bool Redo()

Redo the last action.

    public bool Undo()

Undo the last action.

Inner Types

MergeMode

Name Value Description
Disable 0 Makes “do”/”undo” operations stay in separate actions.
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.
All 2 Makes subsequent actions with the same name be merged into one.
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