Struct EditorUndoRedoManager
pub struct EditorUndoRedoManager { /* private fields */ }Expand description
Godot class EditorUndoRedoManager.
Inherits Object.
Related symbols:
editor_undo_redo_manager: sidecar module with related enum/flag typesSignalsOfEditorUndoRedoManager: signal collection
See also Godot docs for EditorUndoRedoManager.
§Not instantiable
This class cannot be constructed. Obtain Gd<EditorUndoRedoManager> instances via Godot APIs.
§Final class
This class is final, meaning you cannot inherit from it, and it comes without I* interface trait. It is still possible that other Godot classes inherit from it, but that is limited to the engine itself.
§Godot docs
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 Godot editor plugins. You can obtain it using 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.
Implementations§
§impl EditorUndoRedoManager
impl EditorUndoRedoManager
pub fn create_action(&mut self, name: impl AsArg<GString>)
pub fn create_action(&mut self, name: impl AsArg<GString>)
To set the default parameters, use create_action_ex and its builder methods. See the book for detailed usage instructions.
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.
pub fn create_action_ex<'ex>(
&'ex mut self,
name: impl AsArg<GString> + 'ex,
) -> ExCreateAction<'ex>
pub fn create_action_ex<'ex>( &'ex mut self, name: impl AsArg<GString> + 'ex, ) -> ExCreateAction<'ex>
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.
pub fn commit_action(&mut self)
pub fn commit_action(&mut self)
To set the default parameters, use commit_action_ex and its builder methods. See the book for detailed usage instructions.
Commits the action. If execute is true (default), all “do” methods/properties are called/set when this function is called.
pub fn commit_action_ex<'ex>(&'ex mut self) -> ExCommitAction<'ex>
pub fn commit_action_ex<'ex>(&'ex mut self) -> ExCommitAction<'ex>
Commits the action. If execute is true (default), all “do” methods/properties are called/set when this function is called.
pub fn is_committing_action(&self) -> bool
pub fn is_committing_action(&self) -> bool
Returns true if the EditorUndoRedoManager is currently committing the action, i.e. running its “do” method or property change (see commit_action).
pub fn force_fixed_history(&mut self)
pub fn force_fixed_history(&mut self)
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.
pub fn add_do_method(
&mut self,
object: impl AsArg<Option<Gd<Object>>>,
method: impl AsArg<StringName>,
varargs: &[Variant],
)
pub fn add_do_method( &mut self, object: impl AsArg<Option<Gd<Object>>>, method: impl AsArg<StringName>, varargs: &[Variant], )
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.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_add_do_method(
&mut self,
object: impl AsArg<Option<Gd<Object>>>,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<(), CallError>
pub fn try_add_do_method( &mut self, object: impl AsArg<Option<Gd<Object>>>, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<(), CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn add_undo_method(
&mut self,
object: impl AsArg<Option<Gd<Object>>>,
method: impl AsArg<StringName>,
varargs: &[Variant],
)
pub fn add_undo_method( &mut self, object: impl AsArg<Option<Gd<Object>>>, method: impl AsArg<StringName>, varargs: &[Variant], )
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.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_add_undo_method(
&mut self,
object: impl AsArg<Option<Gd<Object>>>,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<(), CallError>
pub fn try_add_undo_method( &mut self, object: impl AsArg<Option<Gd<Object>>>, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<(), CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn add_do_property(
&mut self,
object: impl AsArg<Option<Gd<Object>>>,
property: impl AsArg<StringName>,
value: &Variant,
)
pub fn add_do_property( &mut self, object: impl AsArg<Option<Gd<Object>>>, property: impl AsArg<StringName>, value: &Variant, )
Register a property value change for “do”.
If this is the first operation, the object will be used to deduce target undo history.
pub fn add_undo_property(
&mut self,
object: impl AsArg<Option<Gd<Object>>>,
property: impl AsArg<StringName>,
value: &Variant,
)
pub fn add_undo_property( &mut self, object: impl AsArg<Option<Gd<Object>>>, property: impl AsArg<StringName>, value: &Variant, )
Register a property value change for “undo”.
If this is the first operation, the object will be used to deduce target undo history.
pub fn add_do_reference(&mut self, object: impl AsArg<Option<Gd<Object>>>)
pub fn add_do_reference(&mut self, object: impl AsArg<Option<Gd<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.
pub fn add_undo_reference(&mut self, object: impl AsArg<Option<Gd<Object>>>)
pub fn add_undo_reference(&mut self, object: impl AsArg<Option<Gd<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!).
pub fn get_object_history_id(
&self,
object: impl AsArg<Option<Gd<Object>>>,
) -> i32
pub fn get_object_history_id( &self, object: impl AsArg<Option<Gd<Object>>>, ) -> i32
Returns the history ID deduced from the given object. It can be used with get_history_undo_redo.
pub fn get_history_undo_redo(&self, id: i32) -> Option<Gd<UndoRedo>>
pub fn get_history_undo_redo(&self, id: i32) -> Option<Gd<UndoRedo>>
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 [enum 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).
pub fn clear_history(&mut self)
pub fn clear_history(&mut self)
To set the default parameters, use clear_history_ex and its builder methods. See the book for detailed usage instructions.
Clears the given undo history. You can clear history for a specific scene, global history, or for all histories at once (except SpecialHistory::REMOTE_HISTORY) if id is SpecialHistory::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 mark_scene_as_unsaved instead.
pub fn clear_history_ex<'ex>(&'ex mut self) -> ExClearHistory<'ex>
pub fn clear_history_ex<'ex>(&'ex mut self) -> ExClearHistory<'ex>
Clears the given undo history. You can clear history for a specific scene, global history, or for all histories at once (except SpecialHistory::REMOTE_HISTORY) if id is SpecialHistory::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 mark_scene_as_unsaved instead.
Methods from Deref<Target = Object>§
pub fn get_script(&self) -> Option<Gd<Script>>
pub fn set_script(&mut self, script: impl AsArg<Option<Gd<Script>>>)
pub fn connect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, ) -> Error
pub fn connect_flags( &mut self, signal: impl AsArg<StringName>, callable: &Callable, flags: ConnectFlags, ) -> Error
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
Returns true if the object inherits from the given class. See also get_class.
var sprite2d = Sprite2D.new()
sprite2d.is_class("Sprite2D") # Returns true
sprite2d.is_class("Node") # Returns true
sprite2d.is_class("Node3D") # Returns falseNote: This method ignores class_name declarations in the object’s script.
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
Assigns value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing happens.
var node = Node2D.new()
node.set("global_scale", Vector2(8, 2.5))
print(node.global_scale) # Prints (8.0, 2.5)Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
Returns the Variant value of the given property. If the property does not exist, this method returns null.
var node = Node2D.new()
node.rotation = 1.5
var a = node.get("rotation") # a is 1.5Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn set_indexed(
&mut self,
property_path: impl AsArg<NodePath>,
value: &Variant,
)
pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )
Assigns a new value to the property identified by the property_path. The path should be a NodePath relative to this object, and can use the colon character (:) to access nested properties.
var node = Node2D.new()
node.set_indexed("position", Vector2(42, 0))
node.set_indexed("position:y", -10)
print(node.position) # Prints (42.0, -10.0)Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
Gets the object’s property indexed by the given property_path. The path should be a NodePath relative to the current object and can use the colon character (:) to access nested properties.
Examples: "position:x" or "material:next_pass:blend_mode".
var node = Node2D.new()
node.position = Vector2(5, -10)
var a = node.get_indexed("position") # a is Vector2(5, -10)
var b = node.get_indexed("position:y") # b is -10Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
Note: This method does not support actual paths to nodes in the SceneTree, only sub-property paths. In the context of nodes, use get_node_and_resource instead.
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the object’s property list as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the property’s name, as aString; -
class_nameis an emptyStringName, unless the property isVariantType::OBJECTand it inherits from a class; -
typeis the property’s type, as anint(see [enum Variant.Type]); -
hintis how the property is meant to be edited (see [enum PropertyHint]); -
hint_stringdepends on the hint (see [enum PropertyHint]); -
usageis a combination of [enum PropertyUsageFlags].
Note: In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes.
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns this object’s methods and their signatures as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the name of the method, as aString; -
argsis anArrayof dictionaries representing the arguments; -
default_argsis the default arguments as anArrayof variants; -
flagsis a combination of [enum MethodFlags]; -
idis the method’s internal identifierint; -
returnis the returned value, as aDictionary;
Note: The dictionaries of args and return are formatted identically to the results of get_property_list, although not all entries are used.
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
Returns true if the given property has a custom default value. Use property_get_revert to get the property’s default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns false.
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
Returns the custom default value of the given property. Use property_can_revert to check if the property has a custom default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns null.
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
Adds or changes the entry name inside the object’s metadata. The metadata value can be any Variant, although some types cannot be serialized correctly.
If value is null, the entry is removed. This is the equivalent of using remove_meta. See also has_meta and get_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
Removes the given entry name from the object’s metadata. See also has_meta, get_meta and set_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
To set the default parameters, use get_meta_ex and its builder methods. See the book for detailed usage instructions.
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_ex<'ex>(
&'ex self,
name: impl AsArg<StringName> + 'ex,
) -> ExGetMeta<'ex>
pub fn get_meta_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetMeta<'ex>
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
Returns true if a metadata entry is found with the given name. See also get_meta, set_meta and remove_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_list(&self) -> Array<StringName>
pub fn get_meta_list(&self) -> Array<StringName>
Returns the object’s metadata entry names as an Array of StringNames.
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
To set the default parameters, use add_user_signal_ex and its builder methods. See the book for detailed usage instructions.
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn add_user_signal_ex<'ex>(
&'ex mut self,
signal: impl AsArg<GString> + 'ex,
) -> ExAddUserSignal<'ex>
pub fn add_user_signal_ex<'ex>( &'ex mut self, signal: impl AsArg<GString> + 'ex, ) -> ExAddUserSignal<'ex>
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given user-defined signal name exists. Only signals added with add_user_signal are included. See also remove_user_signal.
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
Removes the given user signal signal from the object. See also add_user_signal and has_user_signal.
pub fn emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Error
pub fn emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Error
Emits the given signal by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see add_user_signal). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
Returns Error::ERR_UNAVAILABLE if signal does not exist or the parameters are invalid.
emit_signal("hit", "sword", 100)
emit_signal("game_over")Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Error, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object during idle time. Always returns null, not the method’s result.
Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they’ll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.
This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)For methods that are deferred from the same thread, the order of execution at idle time is identical to the order in which call_deferred was called.
See also call_deferred.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
Note: If you’re looking to delay the function call by a frame, refer to the SceneTree.process_frame and SceneTree.physics_frame signals.
var node = Node3D.new()
# Make a Callable and bind the arguments to the node's rotate() call.
var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)
# Connect the callable to the process_frame signal, so it gets called in the next process frame.
# CONNECT_ONE_SHOT makes sure it only gets called once instead of every frame.
get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn set_deferred(
&mut self,
property: impl AsArg<StringName>,
value: &Variant,
)
pub fn set_deferred( &mut self, property: impl AsArg<StringName>, value: &Variant, )
Assigns value to the given property, at the end of the current frame. This is equivalent to calling set through call_deferred.
var node = Node2D.new()
add_child(node)
node.rotation = 1.5
node.set_deferred("rotation", 3.0)
print(node.rotation) # Prints 1.5
await get_tree().process_frame
print(node.rotation) # Prints 3.0Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn callv(
&mut self,
method: impl AsArg<StringName>,
arg_array: &AnyArray,
) -> Variant
pub fn callv( &mut self, method: impl AsArg<StringName>, arg_array: &AnyArray, ) -> Variant
Calls the method on the object and returns the result. Unlike call, this method expects all parameters to be contained inside arg_array.
var node = Node3D.new()
node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
Returns true if the given method name exists in the object.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
Returns the number of arguments of the given method by name.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given signal name exists in the object.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the list of existing signals as an Array of dictionaries.
Note: Due to the implementation, each Dictionary is formatted very similarly to the returned values of get_method_list.
pub fn get_signal_connection_list(
&self,
signal: impl AsArg<StringName>,
) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<Dictionary<Variant, Variant>>
Returns an Array of connections for the given signal name. Each connection is represented as a Dictionary that contains three entries:
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
Returns an Array of signal connections received by this object. Each connection is represented as a Dictionary that contains three entries:
pub fn disconnect(
&mut self,
signal: impl AsArg<StringName>,
callable: &Callable,
)
pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )
Disconnects a signal by name from a given callable. If the connection does not exist, generates an error. Use is_connected to make sure that the connection exists.
pub fn is_connected(
&self,
signal: impl AsArg<StringName>,
callable: &Callable,
) -> bool
pub fn is_connected( &self, signal: impl AsArg<StringName>, callable: &Callable, ) -> bool
Returns true if a connection exists between the given signal name and callable.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
Returns true if any connection exists on the given signal name.
Note: In C#, signal must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn set_block_signals(&mut self, enable: bool)
pub fn set_block_signals(&mut self, enable: bool)
If set to true, the object becomes unable to emit signals. As such, emit_signal and signal connections will not work, until it is set to false.
pub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true if the object is blocking its signals from being emitted. See set_block_signals.
pub fn notify_property_list_changed(&mut self)
pub fn notify_property_list_changed(&mut self)
Emits the property_list_changed signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.
pub fn set_message_translation(&mut self, enable: bool)
pub fn set_message_translation(&mut self, enable: bool)
If set to true, allows the object to translate messages with tr and tr_n. Enabled by default. See also can_translate_messages.
pub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true if the object is allowed to translate messages with tr and tr_n. See also set_message_translation.
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
To set the default parameters, use tr_ex and its builder methods. See the book for detailed usage instructions.
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_n(
&self,
message: impl AsArg<StringName>,
plural_message: impl AsArg<StringName>,
n: i32,
) -> GString
pub fn tr_n( &self, message: impl AsArg<StringName>, plural_message: impl AsArg<StringName>, n: i32, ) -> GString
To set the default parameters, use tr_n_ex and its builder methods. See the book for detailed usage instructions.
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn tr_n_ex<'ex>(
&'ex self,
message: impl AsArg<StringName> + 'ex,
plural_message: impl AsArg<StringName> + 'ex,
n: i32,
) -> ExTrN<'ex>
pub fn tr_n_ex<'ex>( &'ex self, message: impl AsArg<StringName> + 'ex, plural_message: impl AsArg<StringName> + 'ex, n: i32, ) -> ExTrN<'ex>
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn get_translation_domain(&self) -> StringName
pub fn get_translation_domain(&self) -> StringName
Returns the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
Sets the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true if the queue_free method was called for the object.
pub fn cancel_free(&mut self)
pub fn cancel_free(&mut self)
If this method is called during ObjectNotification::PREDELETE, this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.
pub fn notify(&mut self, what: ObjectNotification)
pub fn notify(&mut self, what: ObjectNotification)
⚠️ Sends a Godot notification to all classes inherited by the object.
Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().
Starts from the highest ancestor (the Object class) and goes down the hierarchy.
See also Godot docs for Object::notification().
§Panics
If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter
a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must
be exclusive.
pub fn notify_reversed(&mut self, what: ObjectNotification)
pub fn notify_reversed(&mut self, what: ObjectNotification)
⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Trait Implementations§
§impl Bounds for EditorUndoRedoManager
impl Bounds for EditorUndoRedoManager
§impl Debug for EditorUndoRedoManager
impl Debug for EditorUndoRedoManager
§impl Deref for EditorUndoRedoManager
impl Deref for EditorUndoRedoManager
§impl DerefMut for EditorUndoRedoManager
impl DerefMut for EditorUndoRedoManager
§fn deref_mut(&mut self) -> &mut <EditorUndoRedoManager as Deref>::Target
fn deref_mut(&mut self) -> &mut <EditorUndoRedoManager as Deref>::Target
§impl GodotClass for EditorUndoRedoManager
impl GodotClass for EditorUndoRedoManager
§const INIT_LEVEL: InitLevel = crate::init::InitLevel::Editor
const INIT_LEVEL: InitLevel = crate::init::InitLevel::Editor
§fn class_id() -> ClassId
fn class_id() -> ClassId
§fn inherits<Base>() -> boolwhere
Base: GodotClass,
fn inherits<Base>() -> boolwhere
Base: GodotClass,
§impl Inherits<Object> for EditorUndoRedoManager
impl Inherits<Object> for EditorUndoRedoManager
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for EditorUndoRedoManager
impl WithSignals for EditorUndoRedoManager
§type SignalCollection<'c, C: WithSignals> = SignalsOfEditorUndoRedoManager<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfEditorUndoRedoManager<'c, C>
Auto Trait Implementations§
impl Freeze for EditorUndoRedoManager
impl RefUnwindSafe for EditorUndoRedoManager
impl !Send for EditorUndoRedoManager
impl !Sync for EditorUndoRedoManager
impl Unpin for EditorUndoRedoManager
impl UnsafeUnpin for EditorUndoRedoManager
impl UnwindSafe for EditorUndoRedoManager
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Inherits<T> for Twhere
T: GodotClass,
impl<T> Inherits<T> for Twhere
T: GodotClass,
§const IS_SAME_CLASS: bool = true
const IS_SAME_CLASS: bool = true
Self == Base. Read more