Inheritance #

Table of contents

UndoRedo #

is_instantiable, core, not_builtin_classes

Provides a high-level interface for implementing undo and redo operations.

UndoRedo works by registering methods and property changes inside "actions". You can create an action, then provide ways to do and undo this action using function calls and property changes, then commit the action.

When an action is committed, all of the do_* methods will run. If the undo method is used, the undo_* methods will run. If the redo method is used, once again, all of the do_* methods will run.

Here's an example on how to add an action:

GDScript

var undo_redo = UndoRedo.new()

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_my_button_pressed():
    var node = get_node("MyNode2D")
    undo_redo.create_action("Move the node")
    undo_redo.add_do_method(do_something)
    undo_redo.add_undo_method(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()

C#

private UndoRedo _undoRedo;

public override void _Ready()
{
    _undoRedo = new UndoRedo();
}

public void DoSomething()
{
    // Put your code here.
}

public void UndoSomething()
{
    // Put here the code that reverts what's done by "DoSomething()".
}

private void OnMyButtonPressed()
{
    var node = GetNode("MyNode2D");
    _undoRedo.CreateAction("Move the node");
    _undoRedo.AddDoMethod(new Callable(this, MethodName.DoSomething));
    _undoRedo.AddUndoMethod(new Callable(this, MethodName.UndoSomething));
    _undoRedo.AddDoProperty(node, "position", new Vector2(100, 100));
    _undoRedo.AddUndoProperty(node, "position", node.Position);
    _undoRedo.CommitAction();
}

Before calling any of the add_(un)do_* methods, you need to first call create_action. Afterwards you need to call commit_action.

If you don't need to register a method, you can leave add_do_method and add_undo_method out; the same goes for properties. You can also register more than one method/property.

If you are making an EditorPlugin and want to integrate into the editor's undo history, use EditorUndoRedoManager instead.

If you are registering multiple properties/method which depend on one another, be aware that by default undo operation are called in the same order they have been added. Therefore instead of grouping do operation with their undo operations it is better to group do on one side and undo on the other as shown below.

GDScript

undo_redo.create_action("Add object")

# DO
undo_redo.add_do_method(_create_object)
undo_redo.add_do_method(_add_object_to_singleton)

# UNDO
undo_redo.add_undo_method(_remove_object_from_singleton)
undo_redo.add_undo_method(_destroy_that_object)

undo_redo.commit_action()

C#

_undo_redo.CreateAction("Add object");

// DO
_undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));
_undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));

// UNDO
_undo_redo.AddUndoMethod(new Callable(this, MethodName.RemoveObjectFromSingleton));
_undo_redo.AddUndoMethod(new Callable(this, MethodName.DestroyThatObject));

_undo_redo.CommitAction();

Members #

var max_steps: int = 0#

The maximum number of steps that can be stored in the undo/redo history. If the number of stored steps exceeds this limit, older steps are removed from history and can no longer be reached by calling undo. A value of 0 or lower means no limit.

Methods #

func add_do_method(callable: Callable) -> void#

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

func add_do_property(value: Variant) -> void#

Register a property that would change its value to value when the action is committed.

func add_do_reference(object: Object) -> void#

Register a reference to an object that will be erased if the "do" history is deleted. This is useful for objects added by the "do" action and removed by the "undo" action.

When the "do" history is deleted, if the object is a RefCounted, it will be unreferenced. Otherwise, it will be freed. Do not use for resources.

var node = Node2D.new()
undo_redo.create_action("Add node")
undo_redo.add_do_method(add_child.bind(node))
undo_redo.add_do_reference(node)
undo_redo.add_undo_method(remove_child.bind(node))
undo_redo.commit_action()

func add_undo_method(callable: Callable) -> void#

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

func add_undo_property(value: Variant) -> void#

Register a property that would change its value to value when the action is undone.

func add_undo_reference(object: Object) -> void#

Register a reference to an object that will be erased if the "undo" history is deleted. This is useful for objects added by the "undo" action and removed by the "do" action.

When the "undo" history is deleted, if the object is a RefCounted, it will be unreferenced. Otherwise, it will be freed. Do not use for resources.

var node = $Node2D
undo_redo.create_action("Remove node")
undo_redo.add_do_method(remove_child.bind(node))
undo_redo.add_undo_method(add_child.bind(node))
undo_redo.add_undo_reference(node)
undo_redo.commit_action()

func clear_history(increase_version: bool = true) -> void#

Clear the undo/redo history and associated references.

Passing false to increase_version will prevent the version number from increasing when the history is cleared.

func commit_action(execute: bool = true) -> void#

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

func create_action(backward_undo_ops: bool = false) -> void#

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 merge_mode. See MergeMode for details.

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.

func end_force_keep_in_merge_ends() -> void#

Stops marking operations as to be processed even if the action gets merged with another in the MERGE_ENDS mode. See start_force_keep_in_merge_ends.

func get_action_name(id: int) -> String#

Gets the action name from its index.

func get_current_action() -> int#

Gets the index of the current action.

const func get_current_action_name() -> String#

Gets the name of the current action, equivalent to get_action_name(get_current_action()).

func get_history_count() -> int#

Returns how many elements are in the history.

const func get_version() -> int#

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.

const func has_redo() -> bool#

Returns true if a "redo" action is available.

const func has_undo() -> bool#

Returns true if an "undo" action is available.

const func is_committing_action() -> bool#

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

func redo() -> bool#

Redo the last action.

func start_force_keep_in_merge_ends() -> void#

Marks the next "do" and "undo" operations to be processed even if the action gets merged with another in the MERGE_ENDS mode. Return to normal operation using end_force_keep_in_merge_ends.

func undo() -> bool#

Undo the last action.

Annotations #

Constants #

const MERGE_DISABLE = 0 enum MergeMode#

Makes "do"/"undo" operations stay in separate actions.

const MERGE_ENDS = 1 enum MergeMode#

Merges this action with the previous one if they have the same name. Keeps only the first action's "undo" operations and the last action's "do" operations. Useful for sequential changes to a single value.

const MERGE_ALL = 2 enum MergeMode#

Merges this action with the previous one if they have the same name.

Constructors #

Enums #

MergeMode#

enum MergeMode { MERGE_DISABLE = 0, MERGE_ENDS = 1, MERGE_ALL = 2, }

Operators #

Signals #

signal version_changed()#

Called when undo or redo was called.

Theme Items #

Tutorials #