mirror of
https://github.com/Relintai/pandemonium_engine.git
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274 lines
12 KiB
XML
274 lines
12 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorInterface" inherits="Node" version="4.3">
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<brief_description>
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Godot editor's interface.
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</brief_description>
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<description>
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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.
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorPlugin.get_editor_interface].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="edit_node">
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<return type="void" />
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<argument index="0" name="node" type="Node" />
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<description>
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Edits the given [Node]. The node will be also selected if it's inside the scene tree.
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</description>
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</method>
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<method name="edit_resource">
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<return type="void" />
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<argument index="0" name="resource" type="Resource" />
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<description>
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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.
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</description>
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</method>
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<method name="edit_script">
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<return type="void" />
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<argument index="0" name="script" type="Script" />
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<argument index="1" name="line" type="int" default="-1" />
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<argument index="2" name="column" type="int" default="0" />
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<argument index="3" name="grab_focus" type="bool" default="true" />
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<description>
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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.
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</description>
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</method>
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<method name="get_base_control">
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<return type="Control" />
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<description>
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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.
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[b]Warning:[/b] Removing and freeing this node will render the editor useless and may cause a crash.
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</description>
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</method>
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<method name="get_class_icon">
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<return type="Texture" />
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<argument index="0" name="class" type="String" />
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<argument index="1" name="fallback" type="String" />
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<description>
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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].
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[b]Node:[/b] This includes icons from custom types (see [method EditorPlugin.add_custom_type]) and global script classes from [ScriptServer].
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</description>
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</method>
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<method name="get_current_path" qualifiers="const">
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<return type="String" />
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<description>
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Returns the current path being viewed in the [FileSystemDock].
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</description>
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</method>
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<method name="get_edited_scene_root">
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<return type="Node" />
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<description>
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Returns the edited (current) scene's root [Node].
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</description>
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</method>
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<method name="get_editor_scale" qualifiers="const">
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<return type="float" />
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<description>
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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.
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[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.
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</description>
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</method>
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<method name="get_editor_settings">
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<return type="EditorSettings" />
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<description>
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Returns the editor's [EditorSettings] instance.
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</description>
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</method>
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<method name="get_editor_viewport">
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<return type="Control" />
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<description>
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Returns the main editor control. Use this as a parent for main screens.
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[b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
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</method>
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<method name="get_file_system_dock">
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<return type="FileSystemDock" />
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<description>
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Returns the editor's [FileSystemDock] instance.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
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</method>
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<method name="get_inspector" qualifiers="const">
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<return type="EditorInspector" />
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<description>
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Returns the editor's [EditorInspector] instance.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
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</method>
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<method name="get_object_icon">
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<return type="Texture" />
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<argument index="0" name="object" type="Object" />
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<argument index="1" name="fallback" type="String" />
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<description>
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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].
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[b]Note:[/b] if you need the editor icon for a script such as [GDScript], use [method get_class_icon].
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</description>
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</method>
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<method name="get_open_scenes" qualifiers="const">
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<return type="Array" />
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<description>
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Returns an [Array] with the file paths of the currently opened scenes.
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</description>
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</method>
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<method name="get_playing_scene" qualifiers="const">
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<return type="String" />
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<description>
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Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.
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</description>
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</method>
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<method name="get_resource_filesystem">
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<return type="EditorFileSystem" />
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<description>
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Returns the editor's [EditorFileSystem] instance.
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</description>
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</method>
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<method name="get_resource_previewer">
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<return type="EditorResourcePreview" />
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<description>
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Returns the editor's [EditorResourcePreview] instance.
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</description>
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</method>
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<method name="get_script_editor">
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<return type="EditorScriptEditor" />
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<description>
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Returns the editor's [EditorScriptEditor] instance.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
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</method>
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<method name="get_selected_path" qualifiers="const">
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<return type="String" />
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<description>
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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.
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</description>
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</method>
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<method name="get_selection">
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<return type="EditorSelection" />
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<description>
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Returns the editor's [EditorSelection] instance.
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</description>
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</method>
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<method name="inspect_object">
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<return type="void" />
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<argument index="0" name="object" type="Object" />
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<argument index="1" name="for_property" type="String" default="""" />
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<argument index="2" name="inspector_only" type="bool" default="false" />
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<description>
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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].
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</description>
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</method>
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<method name="is_playing_scene" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if a scene is currently being played, [code]false[/code] otherwise. Paused scenes are considered as being played.
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</description>
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</method>
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<method name="is_plugin_enabled" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="plugin" type="String" />
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<description>
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Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. The plugin name is the same as its directory name.
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</description>
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</method>
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<method name="make_mesh_previews">
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<return type="Array" />
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<argument index="0" name="meshes" type="Array" />
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<argument index="1" name="preview_size" type="int" />
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<description>
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Returns mesh previews rendered at the given size as an [Array] of [Texture]s.
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</description>
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</method>
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<method name="open_scene_from_path">
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<return type="void" />
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<argument index="0" name="scene_filepath" type="String" />
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<description>
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Opens the scene at the given path.
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</description>
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</method>
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<method name="play_current_scene">
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<return type="void" />
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<description>
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Plays the currently active scene.
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</description>
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</method>
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<method name="play_custom_scene">
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<return type="void" />
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<argument index="0" name="scene_filepath" type="String" />
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<description>
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Plays the scene specified by its filepath.
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</description>
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</method>
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<method name="play_main_scene">
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<return type="void" />
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<description>
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Plays the main scene.
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</description>
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</method>
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<method name="reload_scene_from_path">
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<return type="void" />
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<argument index="0" name="scene_filepath" type="String" />
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<description>
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Reloads the scene at the given path.
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</description>
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</method>
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<method name="save_scene">
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<return type="int" enum="Error" />
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<description>
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Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/code] (see [@GlobalScope] constants).
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</description>
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</method>
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<method name="save_scene_as">
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<return type="void" />
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<argument index="0" name="path" type="String" />
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<argument index="1" name="with_preview" type="bool" default="true" />
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<description>
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Saves the scene as a file at [code]path[/code].
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</description>
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</method>
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<method name="select_file">
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<return type="void" />
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<argument index="0" name="file" type="String" />
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<description>
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Selects the file, with the path provided by [code]file[/code], in the FileSystem dock.
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</description>
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</method>
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<method name="set_main_screen_editor">
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<return type="void" />
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<argument index="0" name="name" type="String" />
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<description>
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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].
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</description>
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</method>
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<method name="set_main_screen_editor_tab_button_visible">
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<return type="void" />
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<argument index="0" name="name" type="String" />
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<argument index="1" name="visible" type="bool" />
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<description>
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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].
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</description>
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</method>
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<method name="set_plugin_enabled">
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<return type="void" />
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<argument index="0" name="plugin" type="String" />
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<argument index="1" name="enabled" type="bool" />
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<description>
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Sets the enabled status of a plugin. The plugin name is the same as its directory name.
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</description>
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</method>
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<method name="stop_playing_scene">
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<return type="void" />
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<description>
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Stops the scene that is currently playing.
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</description>
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</method>
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</methods>
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<members>
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<member name="distraction_free_mode" type="bool" setter="set_distraction_free_mode" getter="is_distraction_free_mode_enabled">
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If [code]true[/code], enables distraction-free mode which hides side docks to increase the space available for the main view.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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