UndoRedo

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:

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Members

Aliases

BaseClasses
alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses)
Undocumented in source.

Enums

Constants
enum Constants
MergeMode
enum MergeMode

Functions

addDoMethod
void addDoMethod(GodotObject object, String method, VarArgs varArgs)

Register a method that will be called when the action is committed.

addDoProperty
void addDoProperty(GodotObject object, String property, VariantArg2 value)

Register a property value change for "do".

addDoReference
void addDoReference(GodotObject 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.

addUndoMethod
void addUndoMethod(GodotObject object, String method, VarArgs varArgs)

Register a method that will be called when the action is undone.

addUndoProperty
void addUndoProperty(GodotObject object, String property, VariantArg2 value)

Register a property value change for "undo".

addUndoReference
void addUndoReference(GodotObject 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!).

clearHistory
void clearHistory(bool increase_version)

Clear the undo/redo history and associated references. Passing false to increase_version will prevent the version number to be increased from this.

commitAction
void commitAction()

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

createAction
void createAction(String name, long merge_mode)

Create a new action. After this is called, do all your calls to addDoMethod, addUndoMethod, addDoProperty, and addUndoProperty, then commit the action with commitAction. The way actions are merged is dictated by the merge_mode argument. See mergemode for details.

getCurrentActionName
String getCurrentActionName()

Gets the name of the current action.

getVersion
long getVersion()

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.

hasRedo
bool hasRedo()

Returns true if a "redo" action is available.

hasUndo
bool hasUndo()

Returns true if an "undo" action is available.

isCommitingAction
bool isCommitingAction()

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

opAssign
typeof(null) opAssign(typeof(null) n)
opEquals
bool opEquals(UndoRedo other)
opEquals
bool opEquals(typeof(null) n)
redo
bool redo()

Redo the last action.

toHash
size_t toHash()
undo
bool undo()

Undo the last action.

Mixins

__anonymous
mixin baseCasts
Undocumented in source.

Static functions

_new
UndoRedo _new()

Construct a new instance of UndoRedo. Note: use memnew!UndoRedo instead.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

GDNativeClassBinding
struct GDNativeClassBinding
Undocumented in source.

Unions

__anonymous
union __anonymous
Undocumented in source.

Variables

_GODOT_internal_name
enum string _GODOT_internal_name;
Undocumented in source.

Mixed In Members

From mixin baseCasts

as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(ToRef) as()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(ToRef)
Undocumented in source.
opCast
void* opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
godot_object opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
bool opCast()
Undocumented in source. Be warned that the author may not have intended to support it.

Detailed Description

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()

createAction, addDoMethod, addUndoMethod, addDoProperty, addUndoProperty, 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 and addUndoMethod out; the same goes for properties. You can also register more than one method/property.

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