Class reference

EditorUndoRedoManager

Inherits Object

Manages undo history of scenes opened in the editor.

Description

EditorUndoRedoManager is a manager for UndoRedo objects associated with edited scenes. Each scene has its own undo history and EditorUndoRedoManager ensures that each action performed in the editor gets associated with a proper scene. For actions not related to scenes (ProjectSettings edits, external resources, etc.), a separate global history is used. The usage is mostly the same as UndoRedo. You create and commit actions and the manager automatically decides under-the-hood what scenes it belongs to. The scene is deduced based on the first operation in an action, using the object from the operation. The rules are as follows: - If the object is a Node, use the currently edited scene; - If the object is a built-in resource, use the scene from its path; - If the object is external resource or anything else, use global history. This guessing can sometimes yield false results, so you can provide a custom context object when creating an action. EditorUndoRedoManager is intended to be used by Redot editor plugins. You can obtain it using EditorPlugin.get_undo_redo(). For non-editor uses or plugins that don't need to integrate with the editor's undo history, use UndoRedo instead. The manager's API is mostly the same as in UndoRedo, so you can refer to its documentation for more examples. The main difference is that EditorUndoRedoManager uses object + method name for actions, instead of Callable.

Methods

void add_do_method(Object object, StringName method) vararg

Register a method that will be called when the action is committed (i.e. the "do" action). If this is the first operation, the object will be used to deduce target undo history.

void add_do_property(Object object, StringName property, Variant value)

Register a property value change for "do". If this is the first operation, the object will be used to deduce target undo history.

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.

void add_undo_method(Object object, StringName method) vararg

Register a method that will be called when the action is undone (i.e. the "undo" action). If this is the first operation, the object will be used to deduce target undo history.

void add_undo_property(Object object, StringName property, Variant value)

Register a property value change for "undo". If this is the first operation, the object will be used to deduce target undo history.

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(int id = -99, bool increase_version = true)

Clears the given undo history. You can clear history for a specific scene, global history, or for all scenes at once if id is INVALID_HISTORY. If increase_version is true, the undo history version will be increased, marking it as unsaved. Useful for operations that modify the scene, but don't support undo.

				var scene_root = EditorInterface.get_edited_scene_root()
				var undo_redo = EditorInterface.get_editor_undo_redo()
				undo_redo.clear_history(undo_redo.get_object_history_id(scene_root))
				

Note: If you want to mark an edited scene as unsaved without clearing its history, use EditorInterface.mark_scene_as_unsaved() instead.

void commit_action(bool execute = true)

Commits the action. If execute is true (default), all "do" methods/properties are called/set when this function is called.

void create_action(String name, int merge_mode = 0, Object custom_context = null, bool backward_undo_ops = false, bool mark_unsaved = true)

Create a new action. After this is called, do all your calls to add_do_method(), add_undo_method(), add_do_property(), and add_undo_property(), then commit the action with commit_action(). The way actions are merged is dictated by the merge_mode argument. If custom_context object is provided, it will be used for deducing target history (instead of using the first operation). The way undo operation are ordered in actions is dictated by backward_undo_ops. When backward_undo_ops is false undo option are ordered in the same order they were added. Which means the first operation to be added will be the first to be undone. If mark_unsaved is false, the action will not mark the history as unsaved. This is useful for example for actions that change a selection, or a setting that will be saved automatically. Otherwise, this should be left to true if the action requires saving by the user or if it can cause data loss when left unsaved.

void force_fixed_history()

Forces the next operation (e.g. add_do_method()) to use the action's history rather than guessing it from the object. This is sometimes needed when a history can't be correctly determined, like for a nested resource that doesn't have a path yet. This method should only be used when absolutely necessary, otherwise it might cause invalid history state. For most of complex cases, the custom_context parameter of create_action() is sufficient.

UndoRedo get_history_undo_redo(int id) const

Returns the UndoRedo object associated with the given history id. id above 0 are mapped to the opened scene tabs (but it doesn't match their order). id of 0 or lower have special meaning (see SpecialHistory). Best used with get_object_history_id(). This method is only provided in case you need some more advanced methods of UndoRedo (but keep in mind that directly operating on the UndoRedo object might affect editor's stability).

Signals

history_changed()

Emitted when the list of actions in any history has changed, either when an action is committed or a history is cleared.

version_changed()

Emitted when the version of any history has changed as a result of undo or redo call.

Constants

GLOBAL_HISTORY = 0

Enum: SpecialHistory

Global history not associated with any scene, but with external resources etc.

REMOTE_HISTORY = -9

Enum: SpecialHistory

History associated with remote inspector. Used when live editing a running project.

INVALID_HISTORY = -99

Enum: SpecialHistory

Invalid "null" history. It's a special value, not associated with any object.

Source revision 5592dc3a7a61
Connection interrupted. Reload×

Rejoining the server...

Rejoin failed... trying again in seconds.

Failed to rejoin.
Please retry or reload the page.

The session has been paused by the server.

Failed to resume the session.
Please retry or reload the page.