pandemonium_engine_minimal/doc/classes/EditorInterface.xml
2023-12-14 23:24:47 +01:00

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorInterface" inherits="Node" version="4.2">
<brief_description>
Godot editor's interface.
</brief_description>
<description>
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].
</description>
<tutorials>
</tutorials>
<methods>
<method name="edit_node">
<return type="void" />
<argument index="0" name="node" type="Node" />
<description>
Edits the given [Node]. The node will be also selected if it's inside the scene tree.
</description>
</method>
<method name="edit_resource">
<return type="void" />
<argument index="0" name="resource" type="Resource" />
<description>
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.
</description>
</method>
<method name="edit_script">
<return type="void" />
<argument index="0" name="script" type="Script" />
<argument index="1" name="line" type="int" default="-1" />
<argument index="2" name="column" type="int" default="0" />
<argument index="3" name="grab_focus" type="bool" default="true" />
<description>
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.
</description>
</method>
<method name="get_base_control">
<return type="Control" />
<description>
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.
</description>
</method>
<method name="get_class_icon">
<return type="Texture" />
<argument index="0" name="class" type="String" />
<argument index="1" name="fallback" type="String" />
<description>
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].
</description>
</method>
<method name="get_current_path" qualifiers="const">
<return type="String" />
<description>
Returns the current path being viewed in the [FileSystemDock].
</description>
</method>
<method name="get_edited_scene_root">
<return type="Node" />
<description>
Returns the edited (current) scene's root [Node].
</description>
</method>
<method name="get_editor_scale" qualifiers="const">
<return type="float" />
<description>
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.
</description>
</method>
<method name="get_editor_settings">
<return type="EditorSettings" />
<description>
Returns the editor's [EditorSettings] instance.
</description>
</method>
<method name="get_editor_viewport">
<return type="Control" />
<description>
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.
</description>
</method>
<method name="get_file_system_dock">
<return type="FileSystemDock" />
<description>
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.
</description>
</method>
<method name="get_inspector" qualifiers="const">
<return type="EditorInspector" />
<description>
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.
</description>
</method>
<method name="get_object_icon">
<return type="Texture" />
<argument index="0" name="object" type="Object" />
<argument index="1" name="fallback" type="String" />
<description>
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].
</description>
</method>
<method name="get_open_scenes" qualifiers="const">
<return type="Array" />
<description>
Returns an [Array] with the file paths of the currently opened scenes.
</description>
</method>
<method name="get_playing_scene" qualifiers="const">
<return type="String" />
<description>
Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.
</description>
</method>
<method name="get_resource_filesystem">
<return type="EditorFileSystem" />
<description>
Returns the editor's [EditorFileSystem] instance.
</description>
</method>
<method name="get_resource_previewer">
<return type="EditorResourcePreview" />
<description>
Returns the editor's [EditorResourcePreview] instance.
</description>
</method>
<method name="get_script_editor">
<return type="EditorScriptEditor" />
<description>
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.
</description>
</method>
<method name="get_selected_path" qualifiers="const">
<return type="String" />
<description>
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.
</description>
</method>
<method name="get_selection">
<return type="EditorSelection" />
<description>
Returns the editor's [EditorSelection] instance.
</description>
</method>
<method name="inspect_object">
<return type="void" />
<argument index="0" name="object" type="Object" />
<argument index="1" name="for_property" type="String" default="&quot;&quot;" />
<argument index="2" name="inspector_only" type="bool" default="false" />
<description>
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].
</description>
</method>
<method name="is_playing_scene" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if a scene is currently being played, [code]false[/code] otherwise. Paused scenes are considered as being played.
</description>
</method>
<method name="is_plugin_enabled" qualifiers="const">
<return type="bool" />
<argument index="0" name="plugin" type="String" />
<description>
Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. The plugin name is the same as its directory name.
</description>
</method>
<method name="make_mesh_previews">
<return type="Array" />
<argument index="0" name="meshes" type="Array" />
<argument index="1" name="preview_size" type="int" />
<description>
Returns mesh previews rendered at the given size as an [Array] of [Texture]s.
</description>
</method>
<method name="open_scene_from_path">
<return type="void" />
<argument index="0" name="scene_filepath" type="String" />
<description>
Opens the scene at the given path.
</description>
</method>
<method name="play_current_scene">
<return type="void" />
<description>
Plays the currently active scene.
</description>
</method>
<method name="play_custom_scene">
<return type="void" />
<argument index="0" name="scene_filepath" type="String" />
<description>
Plays the scene specified by its filepath.
</description>
</method>
<method name="play_main_scene">
<return type="void" />
<description>
Plays the main scene.
</description>
</method>
<method name="reload_scene_from_path">
<return type="void" />
<argument index="0" name="scene_filepath" type="String" />
<description>
Reloads the scene at the given path.
</description>
</method>
<method name="save_scene">
<return type="int" enum="Error" />
<description>
Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/code] (see [@GlobalScope] constants).
</description>
</method>
<method name="save_scene_as">
<return type="void" />
<argument index="0" name="path" type="String" />
<argument index="1" name="with_preview" type="bool" default="true" />
<description>
Saves the scene as a file at [code]path[/code].
</description>
</method>
<method name="select_file">
<return type="void" />
<argument index="0" name="file" type="String" />
<description>
Selects the file, with the path provided by [code]file[/code], in the FileSystem dock.
</description>
</method>
<method name="set_main_screen_editor">
<return type="void" />
<argument index="0" name="name" type="String" />
<description>
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].
</description>
</method>
<method name="set_main_screen_editor_tab_button_visible">
<return type="void" />
<argument index="0" name="name" type="String" />
<argument index="1" name="visible" type="bool" />
<description>
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].
</description>
</method>
<method name="set_plugin_enabled">
<return type="void" />
<argument index="0" name="plugin" type="String" />
<argument index="1" name="enabled" type="bool" />
<description>
Sets the enabled status of a plugin. The plugin name is the same as its directory name.
</description>
</method>
<method name="stop_playing_scene">
<return type="void" />
<description>
Stops the scene that is currently playing.
</description>
</method>
</methods>
<members>
<member name="distraction_free_mode" type="bool" setter="set_distraction_free_mode" getter="is_distraction_free_mode_enabled">
If [code]true[/code], enables distraction-free mode which hides side docks to increase the space available for the main view.
</member>
</members>
<constants>
</constants>
</class>