Documentation
¶
Overview ¶
Package EditorSettings provides methods for working with EditorSettings object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AddPropertyInfo(info PropertyInfo)
- func (self Instance) AsEditorSettings() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) CheckChangedSettingsInGroup(setting_prefix string) bool
- func (self Instance) Erase(property string)
- func (self Instance) GetChangedSettings() []string
- func (self Instance) GetFavorites() []string
- func (self Instance) GetProjectMetadata(section string, key string) any
- func (self Instance) GetRecentDirs() []string
- func (self Instance) GetSetting(name string) any
- func (self Instance) HasSetting(name string) bool
- func (self Instance) MarkSettingChanged(setting string)
- func (self Instance) OnSettingsChanged(cb func())
- func (self Instance) SetBuiltinActionOverride(name string, actions_list [][1]gdclass.InputEvent)
- func (self Instance) SetFavorites(dirs []string)
- func (self Instance) SetInitialValue(name string, value any, update_current bool)
- func (self Instance) SetProjectMetadata(section string, key string, data any)
- func (self Instance) SetRecentDirs(dirs []string)
- func (self Instance) SetSetting(name string, value any)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type PropertyInfo
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.EditorSettings
Object that holds the project-independent editor settings. These settings are generally visible in the [b]Editor > Editor Settings[/b] menu. Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Godot editor itself. Accessing the settings can be done using the following methods, such as: [codeblocks] [gdscript] var settings = EditorInterface.get_editor_settings() # `settings.set("some/property", 10)` also works as this class overrides `_set()` internally. settings.set_setting("some/property", 10) # `settings.get("some/property")` also works as this class overrides `_get()` internally. settings.get_setting("some/property") var list_of_settings = settings.get_property_list() [/gdscript] [csharp] EditorSettings settings = EditorInterface.Singleton.GetEditorSettings(); // `settings.set("some/property", value)` also works as this class overrides `_set()` internally. settings.SetSetting("some/property", Value); // `settings.get("some/property", value)` also works as this class overrides `_get()` internally. settings.GetSetting("some/property"); Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = settings.GetPropertyList(); [/csharp] [/codeblocks] [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_editor_settings].
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddPropertyInfo ¶
func (self Instance) AddPropertyInfo(info PropertyInfo)
Adds a custom property info to a property. The dictionary must contain: - [code]name[/code]: [String] (the name of the property) - [code]type[/code]: [int] (see [enum Variant.Type]) - optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String] [codeblocks] [gdscript] var settings = EditorInterface.get_editor_settings() settings.set("category/property_name", 0)
var property_info = { "name": "category/property_name", "type": TYPE_INT, "hint": PROPERTY_HINT_ENUM, "hint_string": "one,two,three" }
settings.add_property_info(property_info) [/gdscript] [csharp] var settings = GetEditorInterface().GetEditorSettings(); settings.Set("category/property_name", 0);
var propertyInfo = new Godot.Collections.Dictionary
{ {"name", "category/propertyName"}, {"type", Variant.Type.Int}, {"hint", PropertyHint.Enum}, {"hint_string", "one,two,three"} };
settings.AddPropertyInfo(propertyInfo); [/csharp] [/codeblocks]
func (Instance) AsEditorSettings ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) CheckChangedSettingsInGroup ¶
Checks if any settings with the prefix [param setting_prefix] exist in the set of changed settings. See also [method get_changed_settings].
func (Instance) GetChangedSettings ¶
Gets an array of the settings which have been changed since the last save. Note that internally [code]changed_settings[/code] is cleared after a successful save, so generally the most appropriate place to use this method is when processing [constant NOTIFICATION_EDITOR_SETTINGS_CHANGED].
func (Instance) GetFavorites ¶
Returns the list of favorite files and directories for this project.
func (Instance) GetProjectMetadata ¶
Returns project-specific metadata for the [param section] and [param key] specified. If the metadata doesn't exist, [param default] will be returned instead. See also [method set_project_metadata].
func (Instance) GetRecentDirs ¶
Returns the list of recently visited folders in the file dialog for this project.
func (Instance) GetSetting ¶
Returns the value of the setting specified by [param name]. This is equivalent to using [method Object.get] on the EditorSettings instance.
func (Instance) HasSetting ¶
Returns [code]true[/code] if the setting specified by [param name] exists, [code]false[/code] otherwise.
func (Instance) MarkSettingChanged ¶
Marks the passed editor setting as being changed, see [method get_changed_settings]. Only settings which exist (see [method has_setting]) will be accepted.
func (Instance) OnSettingsChanged ¶
func (self Instance) OnSettingsChanged(cb func())
func (Instance) SetBuiltinActionOverride ¶
func (self Instance) SetBuiltinActionOverride(name string, actions_list [][1]gdclass.InputEvent)
Overrides the built-in editor action [param name] with the input actions defined in [param actions_list].
func (Instance) SetFavorites ¶
Sets the list of favorite files and directories for this project.
func (Instance) SetInitialValue ¶
Sets the initial value of the setting specified by [param name] to [param value]. This is used to provide a value for the Revert button in the Editor Settings. If [param update_current] is [code]true[/code], the setting is reset to [param value] as well.
func (Instance) SetProjectMetadata ¶
Sets project-specific metadata with the [param section], [param key] and [param data] specified. This metadata is stored outside the project folder and therefore won't be checked into version control. See also [method get_project_metadata].
func (Instance) SetRecentDirs ¶
Sets the list of recently visited folders in the file dialog for this project.
func (Instance) SetSetting ¶
Sets the [param value] of the setting specified by [param name]. This is equivalent to using [method Object.set] on the EditorSettings instance.