class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeViewportWindowAcceptDialogConfirmationDialog EditorCommandPalette
Godot editor's command palette.

Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through Editor > Command Palette menu.

Command key names use slash delimiters to distinguish sections, for example: "example/command1" then example will be the section name.

var command_palette = EditorInterface.get_command_palette() # external_command is a function that will be called with the command is executed. var command_callable = Callable(self, "external_command").bind(arguments) command_palette.add_command("command", "test/command",command_callable)
void add_command<>( String command_name=, command_name:String=, String key_name=, key_name:String=, Callable binded_callable=, binded_callable:Callable=, String shortcut_text="None", shortcut_text:String="None", ):void

Adds a custom command to EditorCommandPalette.

  • command_name: String (Name of the Command. This is displayed to the user.)

  • key_name: String (Name of the key for a particular Command. This is used to uniquely identify the Command.)

  • binded_callable: Callable (Callable of the Command. This will be executed when the Command is selected.)

  • shortcut_text: String (Shortcut text of the Command if available.)

void remove_command<>( String key_name=, key_name:String=, ):void

Removes the custom command from EditorCommandPalette.

  • key_name: String (Name of the key for a particular Command.)




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