/** * 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: * * @example * * 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() * @summary * * * [method create_action], [method add_do_method], [method add_undo_method], [method add_do_property], [method add_undo_property], and [method commit_action] 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 [method add_do_method] and [method add_undo_method] out; the same goes for properties. You can also register more than one method/property. * */ declare class UndoRedo extends Object { /** * 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: * * @example * * 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() * @summary * * * [method create_action], [method add_do_method], [method add_undo_method], [method add_do_property], [method add_undo_property], and [method commit_action] 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 [method add_do_method] and [method add_undo_method] out; the same goes for properties. You can also register more than one method/property. * */ new(): UndoRedo; static "new"(): UndoRedo /** Register a method that will be called when the action is committed. */ add_do_method(...args: any[]): void; /** Register a property value change for "do". */ add_do_property(object: Object, property: string, value: any): 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. */ add_do_reference(object: Object): void; /** Register a method that will be called when the action is undone. */ add_undo_method(...args: any[]): void; /** Register a property value change for "undo". */ add_undo_property(object: Object, property: string, value: any): 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!). */ add_undo_reference(object: Object): void; /** * Clear the undo/redo history and associated references. * * Passing `false` to `increase_version` will prevent the version number to be increased from this. * */ clear_history(increase_version?: boolean): void; /** Commit the action. All "do" methods/properties are called/set when this function is called. */ commit_action(): void; /** * 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 `merge_mode` argument. See [enum MergeMode] for details. * */ create_action(name: string, merge_mode?: int): void; /** Gets the name of the current action. */ get_current_action_name(): string; /** * 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. * */ get_version(): int; /** Returns [code]true[/code] if a "redo" action is available. */ has_redo(): boolean; /** Returns [code]true[/code] if an "undo" action is available. */ has_undo(): boolean; /** Returns [code]true[/code] if the [UndoRedo] is currently committing the action, i.e. running its "do" method or property change (see [method commit_action]). */ is_commiting_action(): boolean; /** Redo the last action. */ redo(): boolean; /** Undo the last action. */ undo(): boolean; connect>(signal: T, method: SignalFunction): number; /** * Makes "do"/"undo" operations stay in separate actions. * */ static MERGE_DISABLE: any; /** * Makes so that the action's "do" operation is from the first action created and the "undo" operation is from the last subsequent action with the same name. * */ static MERGE_ENDS: any; /** * Makes subsequent actions with the same name be merged into one. * */ static MERGE_ALL: any; /** * Called when [method undo] or [method redo] was called. * */ $version_changed: Signal<() => void> }