Documentation
¶
Overview ¶
Package EditorInterface provides methods for working with EditorInterface object instances.
Index ¶
- func Advanced() class
- func DistractionFreeMode() bool
- func EditNode(node [1]gdclass.Node)
- func EditResource(resource [1]gdclass.Resource)
- func EditScript(script [1]gdclass.Script)
- func GetBaseControl() [1]gdclass.Control
- func GetCommandPalette() [1]gdclass.EditorCommandPalette
- func GetCurrentDirectory() string
- func GetCurrentFeatureProfile() string
- func GetCurrentPath() string
- func GetEditedSceneRoot() [1]gdclass.Node
- func GetEditorMainScreen() [1]gdclass.VBoxContainer
- func GetEditorPaths() [1]gdclass.EditorPaths
- func GetEditorScale() Float.X
- func GetEditorSettings() [1]gdclass.EditorSettings
- func GetEditorTheme() [1]gdclass.Theme
- func GetEditorViewport2d() [1]gdclass.SubViewport
- func GetEditorViewport3d() [1]gdclass.SubViewport
- func GetFileSystemDock() [1]gdclass.FileSystemDock
- func GetInspector() [1]gdclass.EditorInspector
- func GetOpenScenes() []string
- func GetPlayingScene() string
- func GetResourceFilesystem() [1]gdclass.EditorFileSystem
- func GetResourcePreviewer() [1]gdclass.EditorResourcePreview
- func GetScriptEditor() [1]gdclass.ScriptEditor
- func GetSelectedPaths() []string
- func GetSelection() [1]gdclass.EditorSelection
- func InspectObject(obj Object.Instance)
- func IsMultiWindowEnabled() bool
- func IsPlayingScene() bool
- func IsPluginEnabled(plugin string) bool
- func MakeMeshPreviews(meshes [][1]gdclass.Mesh, preview_size int) [][1]gdclass.Texture2D
- func MarkSceneAsUnsaved()
- func MovieMakerEnabled() bool
- func OpenSceneFromPath(scene_filepath string)
- func PlayCurrentScene()
- func PlayCustomScene(scene_filepath string)
- func PlayMainScene()
- func PopupDialog(dialog [1]gdclass.Window)
- func PopupDialogCentered(dialog [1]gdclass.Window)
- func PopupDialogCenteredClamped(dialog [1]gdclass.Window)
- func PopupDialogCenteredRatio(dialog [1]gdclass.Window)
- func PopupNodeSelector(callback func(selected string))
- func PopupPropertySelector(obj Object.Instance, callback func(selected string))
- func ReloadSceneFromPath(scene_filepath string)
- func RestartEditor()
- func SaveAllScenes()
- func SaveScene() error
- func SaveSceneAs(path string)
- func SelectFile(file string)
- func SetCurrentFeatureProfile(profile_name string)
- func SetDistractionFreeMode(value bool)
- func SetMainScreenEditor(name string)
- func SetMovieMakerEnabled(value bool)
- func SetPluginEnabled(plugin string, enabled bool)
- func StopPlayingScene()
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func Advanced ¶
func Advanced() class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
func DistractionFreeMode ¶
func DistractionFreeMode() bool
func EditNode ¶
Edits the given [Node]. The node will be also selected if it's inside the scene tree.
func EditResource ¶
Edits the given [Resource]. If the resource is a [Script] you can also edit it with [method edit_script] to specify the line and column position.
func EditScript ¶
Edits the given [Script]. The line and column on which to open the script can also be specified. The script will be open with the user-configured editor for the script's language which may be an external editor.
func GetBaseControl ¶
Returns the main container of Godot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly. [b]Warning:[/b] Removing and freeing this node will render the editor useless and may cause a crash.
func GetCommandPalette ¶
func GetCommandPalette() [1]gdclass.EditorCommandPalette
Returns the editor's [EditorCommandPalette] instance. [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
func GetCurrentDirectory ¶
func GetCurrentDirectory() string
Returns the current directory being viewed in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
func GetCurrentFeatureProfile ¶
func GetCurrentFeatureProfile() string
Returns the name of the currently activated feature profile. If the default profile is currently active, an empty string is returned instead. In order to get a reference to the [EditorFeatureProfile], you must load the feature profile using [method EditorFeatureProfile.load_from_file]. [b]Note:[/b] Feature profiles created via the user interface are loaded from the [code]feature_profiles[/code] directory, as a file with the [code].profile[/code] extension. The editor configuration folder can be found by using [method EditorPaths.get_config_dir].
func GetCurrentPath ¶
func GetCurrentPath() string
Returns the current path being viewed in the [FileSystemDock].
func GetEditedSceneRoot ¶
Returns the edited (current) scene's root [Node].
func GetEditorMainScreen ¶
func GetEditorMainScreen() [1]gdclass.VBoxContainer
Returns the editor control responsible for main screen plugins and tools. Use it with plugins that implement [method EditorPlugin._has_main_screen]. [b]Note:[/b] This node is a [VBoxContainer], which means that if you add a [Control] child to it, you need to set the child's [member Control.size_flags_vertical] to [constant Control.SIZE_EXPAND_FILL] to make it use the full available space. [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
func GetEditorPaths ¶
func GetEditorPaths() [1]gdclass.EditorPaths
Returns the [EditorPaths] singleton.
func GetEditorScale ¶
Returns the actual scale of the editor UI ([code]1.0[/code] being 100% scale). This can be used to adjust position and dimensions of the UI added by plugins. [b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/code] and [code]interface/editor/custom_display_scale[/code] editor settings. Editor must be restarted for changes to be properly applied.
func GetEditorSettings ¶
func GetEditorSettings() [1]gdclass.EditorSettings
Returns the editor's [EditorSettings] instance.
func GetEditorTheme ¶
Returns the editor's [Theme]. [b]Note:[/b] When creating custom editor UI, prefer accessing theme items directly from your GUI nodes using the [code]get_theme_*[/code] methods.
func GetEditorViewport2d ¶
func GetEditorViewport2d() [1]gdclass.SubViewport
Returns the 2D editor [SubViewport]. It does not have a camera. Instead, the view transforms are done directly and can be accessed with [member Viewport.global_canvas_transform].
func GetEditorViewport3d ¶
func GetEditorViewport3d() [1]gdclass.SubViewport
Returns the specified 3D editor [SubViewport], from [code]0[/code] to [code]3[/code]. The viewport can be used to access the active editor cameras with [method Viewport.get_camera_3d].
func GetFileSystemDock ¶
func GetFileSystemDock() [1]gdclass.FileSystemDock
Returns the editor's [FileSystemDock] instance. [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
func GetInspector ¶
func GetInspector() [1]gdclass.EditorInspector
Returns the editor's [EditorInspector] instance. [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
func GetOpenScenes ¶
func GetOpenScenes() []string
Returns an [Array] with the file paths of the currently opened scenes.
func GetPlayingScene ¶
func GetPlayingScene() string
Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.
func GetResourceFilesystem ¶
func GetResourceFilesystem() [1]gdclass.EditorFileSystem
Returns the editor's [EditorFileSystem] instance.
func GetResourcePreviewer ¶
func GetResourcePreviewer() [1]gdclass.EditorResourcePreview
Returns the editor's [EditorResourcePreview] instance.
func GetScriptEditor ¶
func GetScriptEditor() [1]gdclass.ScriptEditor
Returns the editor's [ScriptEditor] instance. [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
func GetSelectedPaths ¶
func GetSelectedPaths() []string
Returns an array containing the paths of the currently selected files (and directories) in the [FileSystemDock].
func GetSelection ¶
func GetSelection() [1]gdclass.EditorSelection
Returns the editor's [EditorSelection] instance.
func InspectObject ¶
Shows the given property on the given [param object] in the editor's Inspector dock. If [param inspector_only] is [code]true[/code], plugins will not attempt to edit [param object].
func IsMultiWindowEnabled ¶
func IsMultiWindowEnabled() bool
Returns [code]true[/code] if multiple window support is enabled in the editor. Multiple window support is enabled if [i]all[/i] of these statements are true: - [member EditorSettings.interface/multi_window/enable] is [code]true[/code]. - [member EditorSettings.interface/editor/single_window_mode] is [code]false[/code]. - [member Viewport.gui_embed_subwindows] is [code]false[/code]. This is forced to [code]true[/code] on platforms that don't support multiple windows such as Web, or when the [code]--single-window[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] is used.
func IsPlayingScene ¶
func IsPlayingScene() bool
Returns [code]true[/code] if a scene is currently being played, [code]false[/code] otherwise. Paused scenes are considered as being played.
func IsPluginEnabled ¶
Returns [code]true[/code] if the specified [param plugin] is enabled. The plugin name is the same as its directory name.
func MakeMeshPreviews ¶
Returns mesh previews rendered at the given size as an [Array] of [Texture2D]s.
func MovieMakerEnabled ¶
func MovieMakerEnabled() bool
func OpenSceneFromPath ¶
func OpenSceneFromPath(scene_filepath string)
Opens the scene at the given path.
func PlayCustomScene ¶
func PlayCustomScene(scene_filepath string)
Plays the scene specified by its filepath.
func PopupDialog ¶
Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive]. The dialog must have no current parent, otherwise the method fails. See also [method Window.set_unparent_when_invisible].
func PopupDialogCentered ¶
Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive_centered]. The dialog must have no current parent, otherwise the method fails. See also [method Window.set_unparent_when_invisible].
func PopupDialogCenteredClamped ¶
Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive_centered_clamped]. The dialog must have no current parent, otherwise the method fails. See also [method Window.set_unparent_when_invisible].
func PopupDialogCenteredRatio ¶
Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive_centered_ratio]. The dialog must have no current parent, otherwise the method fails. See also [method Window.set_unparent_when_invisible].
func PopupNodeSelector ¶
func PopupNodeSelector(callback func(selected string))
Pops up an editor dialog for selecting a [Node] from the edited scene. The [param callback] must take a single argument of type [NodePath]. It is called on the selected [NodePath] or the empty path [code]^""[/code] if the dialog is canceled. If [param valid_types] is provided, the dialog will only show Nodes that match one of the listed Node types. [b]Example:[/b] [codeblock] func _ready():
if Engine.is_editor_hint(): EditorInterface.popup_node_selector(_on_node_selected, ["Button"])
func _on_node_selected(node_path):
if node_path.is_empty(): print("node selection canceled") else: print("selected ", node_path)
[/codeblock]
func PopupPropertySelector ¶
Pops up an editor dialog for selecting properties from [param object]. The [param callback] must take a single argument of type [NodePath]. It is called on the selected property path (see [method NodePath.get_as_property_path]) or the empty path [code]^""[/code] if the dialog is canceled. If [param type_filter] is provided, the dialog will only show properties that match one of the listed [enum Variant.Type] values. [b]Example:[/b] [codeblock] func _ready():
if Engine.is_editor_hint(): EditorInterface.popup_property_selector(this, _on_property_selected, [TYPE_INT])
func _on_property_selected(property_path):
if property_path.is_empty(): print("property selection canceled") else: print("selected ", property_path)
[/codeblock]
func ReloadSceneFromPath ¶
func ReloadSceneFromPath(scene_filepath string)
Reloads the scene at the given path.
func RestartEditor ¶
func RestartEditor()
Restarts the editor. This closes the editor and then opens the same project. If [param save] is [code]true[/code], the project will be saved before restarting.
func SaveScene ¶
func SaveScene() error
Saves the currently active scene. Returns either [constant OK] or [constant ERR_CANT_CREATE].
func SaveSceneAs ¶
func SaveSceneAs(path string)
Saves the currently active scene as a file at [param path].
func SelectFile ¶
func SelectFile(file string)
Selects the file, with the path provided by [param file], in the FileSystem dock.
func SetCurrentFeatureProfile ¶
func SetCurrentFeatureProfile(profile_name string)
Selects and activates the specified feature profile with the given [param profile_name]. Set [param profile_name] to an empty string to reset to the default feature profile. A feature profile can be created programmatically using the [EditorFeatureProfile] class. [b]Note:[/b] The feature profile that gets activated must be located in the [code]feature_profiles[/code] directory, as a file with the [code].profile[/code] extension. If a profile could not be found, an error occurs. The editor configuration folder can be found by using [method EditorPaths.get_config_dir].
func SetDistractionFreeMode ¶
func SetDistractionFreeMode(value bool)
func SetMainScreenEditor ¶
func SetMainScreenEditor(name string)
Sets the editor's current main screen to the one specified in [param name]. [param name] must match the title of the tab in question exactly (e.g. [code]2D[/code], [code]3D[/code], [code skip-lint]Script[/code], or [code]AssetLib[/code] for default tabs).
func SetMovieMakerEnabled ¶
func SetMovieMakerEnabled(value bool)
func SetPluginEnabled ¶
Sets the enabled status of a plugin. The plugin name is the same as its directory name.
Types ¶
This section is empty.