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 Object EditorInterface
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, ScriptEditor, the editor viewport, and information about scenes.

var editor_settings = EditorInterface.get_editor_settings()
bool distraction_free_mode<>():bool

If true, enables distraction-free mode which hides side docks to increase the space available for the main view.

bool movie_maker_enabled<>():bool

If true, the Movie Maker mode is enabled in the editor. See MovieWriter for more information.

void edit_node<>( Node node=, node:Node=, ):void

Edits the given Node. The node will be also selected if it's inside the scene tree.

void edit_resource<>( Resource resource=, resource:Resource=, ):void

Edits the given Resource. If the resource is a Script you can also edit it with edit_script() to specify the line and column position.

void edit_script<>( Script script=, script:Script=, int line=-1, line:int=-1, int column=0, column:int=0, bool grab_focus=true, grab_focus:bool=true, ):void

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.

Control get_base_control<>():Control

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.

Warning: Removing and freeing this node will render the editor useless and may cause a crash.

EditorCommandPalette get_command_palette<>():EditorCommandPalette

Returns the editor's EditorCommandPalette instance.

Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.

String get_current_directory<>():String

Returns the current directory being viewed in the FileSystemDock. If a file is selected, its base directory will be returned using String.get_base_dir() instead.

String get_current_feature_profile<>():String

Returns the name of the currently activated feature profile. If the default profile is currently active, an empty string is returned instead.

In order to get a reference to the EditorFeatureProfile, you must load the feature profile using EditorFeatureProfile.load_from_file().

Note: Feature profiles created via the user interface are loaded from the feature_profiles directory, as a file with the .profile extension. The editor configuration folder can be found by using EditorPaths.get_config_dir().

String get_current_path<>():String

Returns the current path being viewed in the FileSystemDock.

Node get_edited_scene_root<>():Node

Returns the edited (current) scene's root Node.

VBoxContainer get_editor_main_screen<>():VBoxContainer

Returns the editor control responsible for main screen plugins and tools. Use it with plugins that implement EditorPlugin._has_main_screen().

Note: This node is a VBoxContainer, which means that if you add a Control child to it, you need to set the child's Control.size_flags_vertical to Control.SIZE_EXPAND_FILL to make it use the full available space.

Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.

EditorPaths get_editor_paths<>():EditorPaths

Returns the EditorPaths singleton.

float get_editor_scale<>():float

Returns the actual scale of the editor UI (1.0 being 100% scale). This can be used to adjust position and dimensions of the UI added by plugins.

Note: This value is set via the interface/editor/display_scale and interface/editor/custom_display_scale editor settings. Editor must be restarted for changes to be properly applied.

EditorSettings get_editor_settings<>():EditorSettings

Returns the editor's EditorSettings instance.

Theme get_editor_theme<>():Theme

Returns the editor's Theme.

Note: When creating custom editor UI, prefer accessing theme items directly from your GUI nodes using the get_theme_* methods.

EditorToaster get_editor_toaster<>():EditorToaster

Returns the editor's EditorToaster.

EditorUndoRedoManager get_editor_undo_redo<>():EditorUndoRedoManager

Returns the editor's EditorUndoRedoManager.

SubViewport get_editor_viewport_2d<>():SubViewport

Returns the 2D editor SubViewport. It does not have a camera. Instead, the view transforms are done directly and can be accessed with Viewport.global_canvas_transform.

SubViewport get_editor_viewport_3d<>( int idx=0, idx:int=0, ):SubViewport

Returns the specified 3D editor SubViewport, from 0 to 3. The viewport can be used to access the active editor cameras with Viewport.get_camera_3d().

FileSystemDock get_file_system_dock<>():FileSystemDock

Returns the editor's FileSystemDock instance.

Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.

EditorInspector get_inspector<>():EditorInspector

Returns the editor's EditorInspector instance.

Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.

PackedStringArray get_open_scenes<>():PackedStringArray

Returns an Array with the file paths of the currently opened scenes.

String get_playing_scene<>():String

Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.

EditorFileSystem get_resource_filesystem<>():EditorFileSystem

Returns the editor's EditorFileSystem instance.

EditorResourcePreview get_resource_previewer<>():EditorResourcePreview

Returns the editor's EditorResourcePreview instance.

ScriptEditor get_script_editor<>():ScriptEditor

Returns the editor's ScriptEditor instance.

Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.

PackedStringArray get_selected_paths<>():PackedStringArray

Returns an array containing the paths of the currently selected files (and directories) in the FileSystemDock.

EditorSelection get_selection<>():EditorSelection

Returns the editor's EditorSelection instance.

void inspect_object<>( Object object=, object:Object=, String for_property="", for_property:String="", bool inspector_only=false, inspector_only:bool=false, ):void

Shows the given property on the given object in the editor's Inspector dock. If inspector_only is true, plugins will not attempt to edit object.

bool is_multi_window_enabled<>():bool

Returns true if multiple window support is enabled in the editor. Multiple window support is enabled if all of these statements are true:

bool is_playing_scene<>():bool

Returns true if a scene is currently being played, false otherwise. Paused scenes are considered as being played.

bool is_plugin_enabled<>( String plugin=, plugin:String=, ):bool

Returns true if the specified plugin is enabled. The plugin name is the same as its directory name.

Array make_mesh_previews<>( =, :=, int preview_size=, preview_size:int=, ):Array

Returns mesh previews rendered at the given size as an Array of Texture2Ds.

void mark_scene_as_unsaved<>():void

Marks the current scene tab as unsaved.

void open_scene_from_path<>( String scene_filepath=, scene_filepath:String=, bool set_inherited=false, set_inherited:bool=false, ):void

Opens the scene at the given path. If set_inherited is true, creates a new inherited scene.

void play_current_scene<>():void

Plays the currently active scene.

void play_custom_scene<>( String scene_filepath=, scene_filepath:String=, ):void

Plays the scene specified by its filepath.

void play_main_scene<>():void

Plays the main scene.

void popup_create_dialog<>( Callable callback=, callback:Callable=, StringName base_type="", base_type:StringName="", String current_type="", current_type:String="", String dialog_title="", dialog_title:String="", =, :=, ):void

Experimental: This method may be changed or removed in future versions.

Pops up an editor dialog for creating an object.

The callback must take a single argument of type StringName which will contain the type name of the selected object or be empty if no item is selected.

The base_type specifies the base type of objects to display. For example, if you set this to "Resource", all types derived from Resource will display in the create dialog.

The current_type will be passed in the search box of the create dialog, and the specified type can be immediately selected when the dialog pops up. If the current_type is not derived from base_type, there will be no result of the type in the dialog.

The dialog_title allows you to define a custom title for the dialog. This is useful if you want to accurately hint the usage of the dialog. If the dialog_title is an empty string, the dialog will use "Create New 'Base Type'" as the default title.

The type_blocklist contains a list of type names, and the types in the blocklist will be hidden from the create dialog.

Note: Trying to list the base type in the type_blocklist will hide all types derived from the base type from the create dialog.

void popup_dialog<>( =, :=, =, :=, =, :=, =, :=, ):void

Pops up the dialog in the editor UI with Window.popup_exclusive(). The dialog must have no current parent, otherwise the method fails.

See also Window.set_unparent_when_invisible().

void popup_dialog_centered<>( =, :=, =, :=, ):void

Pops up the dialog in the editor UI with Window.popup_exclusive_centered(). The dialog must have no current parent, otherwise the method fails.

See also Window.set_unparent_when_invisible().

void popup_dialog_centered_clamped<>( =, :=, =, :=, ):void

Pops up the dialog in the editor UI with Window.popup_exclusive_centered_clamped(). The dialog must have no current parent, otherwise the method fails.

See also Window.set_unparent_when_invisible().

void popup_dialog_centered_ratio<>( Window dialog=, dialog:Window=, float ratio=0.8, ratio:float=0.8, ):void

Pops up the dialog in the editor UI with Window.popup_exclusive_centered_ratio(). The dialog must have no current parent, otherwise the method fails.

See also Window.set_unparent_when_invisible().

void popup_method_selector<>( Object object=, object:Object=, Callable callback=, callback:Callable=, String current_value="", current_value:String="", ):void

Pops up an editor dialog for selecting a method from object. The callback must take a single argument of type String which will contain the name of the selected method or be empty if the dialog is canceled. If current_value is provided, the method will be selected automatically in the method list, if it exists.

void popup_node_selector<>( Callable callback=, callback:Callable=, =, :=, Node current_value=null, current_value:Node=null, ):void

Pops up an editor dialog for selecting a Node from the edited scene. The callback must take a single argument of type NodePath. It is called on the selected NodePath or the empty path ^"" if the dialog is canceled. If valid_types is provided, the dialog will only show Nodes that match one of the listed Node types. If current_value is provided, the Node will be automatically selected in the tree, if it exists.

Example: Display the node selection dialog as soon as this node is added to the tree for the first time:

func _ready(): if Engine.is_editor_hint(): EditorInterface.popup_node_selector(_on_node_selected, ["Button"]) func _on_node_selected(node_path): if node_path.is_empty(): print("node selection canceled") else: print("selected ", node_path)
void popup_property_selector<>():void

Pops up an editor dialog for selecting properties from object. The callback must take a single argument of type NodePath. It is called on the selected property path (see NodePath.get_as_property_path()) or the empty path ^"" if the dialog is canceled. If type_filter is provided, the dialog will only show properties that match one of the listed Variant.Type values. If current_value is provided, the property will be selected automatically in the property list, if it exists.

func _ready(): if Engine.is_editor_hint(): EditorInterface.popup_property_selector(this, _on_property_selected, [TYPE_INT]) func _on_property_selected(property_path): if property_path.is_empty(): print("property selection canceled") else: print("selected ", property_path)
void popup_quick_open<>( Callable callback=, callback:Callable=, =, :=, ):void

Pops up an editor dialog for quick selecting a resource file. The callback must take a single argument of type String which will contain the path of the selected resource or be empty if the dialog is canceled. If base_types is provided, the dialog will only show resources that match these types. Only types deriving from Resource are supported.

void reload_scene_from_path<>( String scene_filepath=, scene_filepath:String=, ):void

Reloads the scene at the given path.

void restart_editor<>( bool save=true, save:bool=true, ):void

Restarts the editor. This closes the editor and then opens the same project. If save is true, the project will be saved before restarting.

void save_all_scenes<>():void

Saves all opened scenes in the editor.

Error save_scene<>():Error

Saves the currently active scene. Returns either @GlobalScope.OK or @GlobalScope.ERR_CANT_CREATE.

void save_scene_as<>( String path=, path:String=, bool with_preview=true, with_preview:bool=true, ):void

Saves the currently active scene as a file at path.

void select_file<>( String file=, file:String=, ):void

Selects the file, with the path provided by file, in the FileSystem dock.

void set_current_feature_profile<>( String profile_name=, profile_name:String=, ):void

Selects and activates the specified feature profile with the given profile_name. Set profile_name to an empty string to reset to the default feature profile.

A feature profile can be created programmatically using the EditorFeatureProfile class.

Note: The feature profile that gets activated must be located in the feature_profiles directory, as a file with the .profile extension. If a profile could not be found, an error occurs. The editor configuration folder can be found by using EditorPaths.get_config_dir().

void set_main_screen_editor<>( String name=, name:String=, ):void

Sets the editor's current main screen to the one specified in name. name must match the title of the tab in question exactly (e.g. 2D, 3D, Script, or AssetLib for default tabs).

void set_plugin_enabled<>( String plugin=, plugin:String=, bool enabled=, enabled:bool=, ):void

Sets the enabled status of a plugin. The plugin name is the same as its directory name.

void stop_playing_scene<>():void

Stops the scene that is currently playing.




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