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 godot.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()
godot.UndoRedo.createAction
, godot.UndoRedo.addDoMethod
, godot.UndoRedo.addUndoMethod
, godot.UndoRedo.addDoProperty
, godot.UndoRedo.addUndoProperty
, and godot.UndoRedo.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 godot.UndoRedo.addDoMethod
and godot.UndoRedo.addUndoMethod
out; the same goes for properties. You can also register more than one method/property.
Constructor
Variables
Methods
addDoMethod(object:Object, method:String, args:HaxeArray<Dynamic>):Void
Register a method that will be called when the action is committed.
addDoProperty(object:Object, property:String, value:Dynamic):Void
Register a property value change for "do".
addDoReference(object:Object):Void
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(object:Object, method:String, args:HaxeArray<Dynamic>):Void
Register a method that will be called when the action is undone.
addUndoProperty(object:Object, property:String, value:Dynamic):Void
Register a property value change for "undo".
addUndoReference(object:Object):Void
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(?increaseVersion:Bool):Void
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
Commit the action. All "do" methods/properties are called/set when this function is called.
createAction(name:String, ?mergeMode:UndoRedo_MergeMode):Void
Create a new action. After this is called, do all your calls to godot.UndoRedo.addDoMethod
, godot.UndoRedo.addUndoMethod
, godot.UndoRedo.addDoProperty
, and godot.UndoRedo.addUndoProperty
, then commit the action with godot.UndoRedo.commitAction
.
The way actions are merged is dictated by the merge_mode
argument. See godot.UndoRedo_MergeMode
for details.
getVersion():UInt64
Gets the version. Every time a new action is committed, the godot.UndoRedo
's version number is increased automatically.
This is useful mostly to check if something changed from a saved version.
isCommitingAction():Bool
Returns true
if the godot.UndoRedo
is currently committing the action, i.e. running its "do" method or property change (see godot.UndoRedo.commitAction
).