Godot editor's interface. EditorInterface gives you control over Godot editor's window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], [EditorScriptEditor], the editor viewport, and information about scenes. [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorPlugin.get_editor_interface]. Edits the given [Node]. The node will be also selected if it's inside the scene tree. 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. 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. 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. Returns the editor icon bound to a class name or the [code]fallback[/code] class's icon if not found. The [code]fallback[/code] defaults to "Object". If still not found, returns [code]null[/code]. [b]Node:[/b] This includes icons from custom types (see [method EditorPlugin.add_custom_type]) and global script classes from [ScriptServer]. Returns the current path being viewed in the [FileSystemDock]. Returns the edited (current) scene's root [Node]. 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. Returns the editor's [EditorSettings] instance. Returns the main editor control. Use this as a parent for main screens. [b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically. [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash. 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. 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. Returns the editor icon bound to [Object] [code]object[/code] or the class [code]fallback[/code] if a type cannot be determined. If [code]object[/code] extends [Script], then return the editor icon bound to the scripted class, not the actual script. If still not found, return [code]null[/code]. [b]Note:[/b] if you need the editor icon for a script such as [GDScript], use [method get_class_icon]. Returns an [Array] with the file paths of the currently opened scenes. Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string. Returns the editor's [EditorFileSystem] instance. Returns the editor's [EditorResourcePreview] instance. Returns the editor's [EditorScriptEditor] instance. [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash. Returns the path of the directory currently selected in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead. Returns the editor's [EditorSelection] instance. Shows the given property on the given [code]object[/code] in the editor's Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins will not attempt to edit [code]object[/code]. Returns [code]true[/code] if a scene is currently being played, [code]false[/code] otherwise. Paused scenes are considered as being played. Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. The plugin name is the same as its directory name. Returns mesh previews rendered at the given size as an [Array] of [Texture]s. Opens the scene at the given path. Plays the currently active scene. Plays the scene specified by its filepath. Plays the main scene. Reloads the scene at the given path. Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/code] (see [@GlobalScope] constants). Saves the scene as a file at [code]path[/code]. Selects the file, with the path provided by [code]file[/code], in the FileSystem dock. Sets the editor's current main screen to the one specified in [code]name[/code]. It will also make the editor's tab button at the top to be visible if it weren't. [code]name[/code] must match the text of the tab in question exactly like: [code]2D[/code], [code]3D[/code], [code]Script[/code]. Sets whether the specified main screen's button is visible or not. Will not change the main screen. [code]name[/code] must match the text of the tab in question exactly like: [code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/code]. Sets the enabled status of a plugin. The plugin name is the same as its directory name. Stops the scene that is currently playing. If [code]true[/code], enables distraction-free mode which hides side docks to increase the space available for the main view.