godot/doc/classes/EditorUndoRedoManager.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorUndoRedoManager" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Manages undo history of scenes opened in the editor.
</brief_description>
<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.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_do_method" qualifiers="vararg">
<return type="void" />
<param index="0" name="object" type="Object" />
<param index="1" name="method" type="StringName" />
<description>
Register a method that will be called when the action is committed (i.e. the "do" action).
If this is the first operation, the [param object] will be used to deduce target undo history.
</description>
</method>
<method name="add_do_property">
<return type="void" />
<param index="0" name="object" type="Object" />
<param index="1" name="property" type="StringName" />
<param index="2" name="value" type="Variant" />
<description>
Register a property value change for "do".
If this is the first operation, the [param object] will be used to deduce target undo history.
</description>
</method>
<method name="add_do_reference">
<return type="void" />
<param index="0" name="object" type="Object" />
<description>
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.
</description>
</method>
<method name="add_undo_method" qualifiers="vararg">
<return type="void" />
<param index="0" name="object" type="Object" />
<param index="1" name="method" type="StringName" />
<description>
Register a method that will be called when the action is undone (i.e. the "undo" action).
If this is the first operation, the [param object] will be used to deduce target undo history.
</description>
</method>
<method name="add_undo_property">
<return type="void" />
<param index="0" name="object" type="Object" />
<param index="1" name="property" type="StringName" />
<param index="2" name="value" type="Variant" />
<description>
Register a property value change for "undo".
If this is the first operation, the [param object] will be used to deduce target undo history.
</description>
</method>
<method name="add_undo_reference">
<return type="void" />
<param index="0" name="object" type="Object" />
<description>
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!).
</description>
</method>
<method name="commit_action">
<return type="void" />
<param index="0" name="execute" type="bool" default="true" />
<description>
Commit the action. If [param execute] is true (default), all "do" methods/properties are called/set when this function is called.
</description>
</method>
<method name="create_action">
<return type="void" />
<param index="0" name="name" type="String" />
<param index="1" name="merge_mode" type="int" enum="UndoRedo.MergeMode" default="0" />
<param index="2" name="custom_context" type="Object" default="null" />
<description>
Create a new action. After this is called, do all your calls to [method add_do_method], [method add_undo_method], [method add_do_property], and [method add_undo_property], then commit the action with [method commit_action].
The way actions are merged is dictated by the [param merge_mode] argument. See [enum UndoRedo.MergeMode] for details.
If [param custom_context] object is provided, it will be used for deducing target history (instead of using the first operation).
</description>
</method>
<method name="get_history_undo_redo" qualifiers="const">
<return type="UndoRedo" />
<param index="0" name="id" type="int" />
<description>
Returns the [UndoRedo] object associated with the given history [param id].
[param id] above [code]0[/code] are mapped to the opened scene tabs (but it doesn't match their order). [param id] of [code]0[/code] or lower have special meaning (see [enum SpecialHistory]).
Best used with [method 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).
</description>
</method>
<method name="get_object_history_id" qualifiers="const">
<return type="int" />
<param index="0" name="object" type="Object" />
<description>
Returns the history ID deduced from the given [param object]. It can be used with [method get_history_undo_redo].
</description>
</method>
<method name="is_committing_action" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if the [EditorUndoRedoManager] is currently committing the action, i.e. running its "do" method or property change (see [method commit_action]).
</description>
</method>
</methods>
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<signals>
<signal name="history_changed">
<description>
Emitted when the list of actions in any history has changed, either when an action is committed or a history is cleared.
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</description>
</signal>
<signal name="version_changed">
<description>
Emitted when the version of any history has changed as a result of undo or redo call.
</description>
</signal>
</signals>
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<constants>
<constant name="GLOBAL_HISTORY" value="0" enum="SpecialHistory">
Global history not associated with any scene, but with external resources etc.
</constant>
<constant name="INVALID_HISTORY" value="-99" enum="SpecialHistory">
Invalid "null" history. It's a special value, not associated with any object.
</constant>
</constants>
</class>