VCGetCurrentEntityUndo
VCSetCurrentEntityUndo
VCClearCurrentEntityUndo


Version:

6.0

Description:

Sets the undo level of the current entity.

Declaration:

 

C/C++

extern "C" short WINAPI VCGetCurrentEntityUndo(short* iError);
extern "C" void WINAPI VCSetCurrentEntityUndo(short* iError);
extern "C" void WINAPI VCClearCurrentEntityUndo(short* iError);

Delphi

function VCGetCurrentEntityUndo(var iError: Smallint):Smallint; stdcall;
procedure VCSetCurrentEntityUndo(var iError: Smallint); stdcall;
procedure VCClearCurrentEntityUndo(var iError: Smallint); stdcall;

ActiveX/COM

Function GetCurrentEntityUndo() As Integer
Sub SetCurrentEntityUndo()
Sub ClearCurrentEntityUndo()

Parameters:

None.

Return Value:

integer - The undo level of the current entity.

iError Code:

0 - Success
1 - Invalid world

Notes:

The undo and redo levels of an entity control how the entity behaves when using native commands such as Undo and Redo or calling API functions such as VCUndo and VCRedo. The undo and redo levels are sequential numbers which control the order in which entities are undone or redone. For example, if the current undo level of the drawing is 4, then all entities with an undo level of 4 will be undone and erased by the Undo command or the VCUndo function. Entities with an undo level of 0 (zero) cannot be undone. Call VCSetCurrentEntityUndo to set the undo level of the current entity to be the current undo level of the drawing. Use VCGetCurrentEntityUndo to determine the undo level of the current entity. Use VCClearCurrentEntityUndo to set the undo level of the current entity to be 0 (zero) and make it not undoable. See Managing Undo and Redo for further description of undo and redo.

See Also:

VCSetCurrentEntityRedo, VCUndo, VCIncrementUndoLevel, VCDecrementUndoLevel, VCGetCurrentUndoLevel, VCGetEntityUndoLevel