VCGetCurrentEntityRedo
VCSetCurrentEntityRedo
VCClearCurrentEntityRedo


Version: 

6.0

Description:

Sets the redo level of the current entity.

Declaration:

 

C/C++

extern "C" short WINAPI VCGetCurrentEntityRedo(short* iError);
extern "C" void WINAPI VCSetCurrentEntityRedo(short* iError);
extern "C" void WINAPI VCClearCurrentEntityRedo(short* iError);

Delphi

function VCGetCurrentEntityRedo(var iError: Smallint):Smallint; stdcall;
procedure VCSetCurrentEntityRedo(var iError: Smallint); stdcall;
procedure VCClearCurrentEntityRedo(var iError: Smallint); stdcall;

ActiveX/COM

Function GetCurrentEntityRedo() As Integer
Sub SetCurrentEntityRedo()
Sub ClearCurrentEntityRedo()

Parameters:

None.

Return Value:

integer - The redo 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 redo level of 5 (one greater than 4) will be redone and unerased by the Redo command or the VCRedo function. Entities with an redo level of 0 (zero) cannot be redone. Call VCSetCurrentEntityRedo to set the redo level of the current entity to be the current undo level of the drawing. Use VCGetCurrentEntityRedo to determine the redo level of the current entity. Use VCClearCurrentEntityRedo to set the redo level of the current entity to be 0 (zero) and make it not redoable. See Managing Undo and Redo for further description of undo and redo.

See Also:

VCSetCurrentEntityUndo, VCRedo, VCIncrementUndoLevel, VCDecrementUndoLevel, VCGetCurrentUndoLevel, VCGetEntityRedoLevel