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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "EditorInterface" inherits= "Node" version= "4.0" >
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<brief_description >
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Godot editor's interface.
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</brief_description>
<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], [ScriptEditor], 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>
<tutorials >
</tutorials>
<methods >
<method name= "edit_resource" >
<return type= "void" >
</return>
<argument index= "0" name= "resource" type= "Resource" >
</argument>
<description >
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Edits the given [Resource].
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</description>
</method>
<method name= "get_base_control" >
<return type= "Control" >
</return>
<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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</description>
</method>
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<method name= "get_current_path" qualifiers= "const" >
<return type= "String" >
</return>
<description >
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Returns the current path being viewed in the [FileSystemDock].
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</description>
</method>
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<method name= "get_edited_scene_root" >
<return type= "Node" >
</return>
<description >
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Returns the edited (current) scene's root [Node].
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</description>
</method>
<method name= "get_editor_settings" >
<return type= "EditorSettings" >
</return>
<description >
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Returns the editor's [EditorSettings] instance.
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</description>
</method>
<method name= "get_editor_viewport" >
<return type= "Control" >
</return>
<description >
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Returns the editor's [Viewport] instance.
[b]Note:[/b] This returns the main editor viewport containing the whole editor, not the 2D or 3D viewports specifically.
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</description>
</method>
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<method name= "get_file_system_dock" >
<return type= "FileSystemDock" >
</return>
<description >
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Returns the editor's [FileSystemDock] instance.
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</description>
</method>
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<method name= "get_inspector" qualifiers= "const" >
<return type= "EditorInspector" >
</return>
<description >
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Returns the editor's [EditorInspector] instance.
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</description>
</method>
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<method name= "get_open_scenes" qualifiers= "const" >
<return type= "Array" >
</return>
<description >
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Returns an [Array] with the file paths of the currently opened scenes.
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</description>
</method>
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<method name= "get_playing_scene" qualifiers= "const" >
<return type= "String" >
</return>
<description >
Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.
</description>
</method>
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<method name= "get_resource_filesystem" >
<return type= "EditorFileSystem" >
</return>
<description >
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Returns the editor's [EditorFileSystem] instance.
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</description>
</method>
<method name= "get_resource_previewer" >
<return type= "EditorResourcePreview" >
</return>
<description >
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Returns the editor's [EditorResourcePreview] instance.
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</description>
</method>
<method name= "get_script_editor" >
<return type= "ScriptEditor" >
</return>
<description >
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Returns the editor's [ScriptEditor] instance.
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</description>
</method>
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<method name= "get_selected_path" qualifiers= "const" >
<return type= "String" >
</return>
<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>
</method>
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<method name= "get_selection" >
<return type= "EditorSelection" >
</return>
<description >
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Returns the editor's [EditorSelection] instance.
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</description>
</method>
<method name= "inspect_object" >
<return type= "void" >
</return>
<argument index= "0" name= "object" type= "Object" >
</argument>
<argument index= "1" name= "for_property" type= "String" default= """" >
</argument>
<description >
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Shows the given property on the given [code]object[/code] in the editor's Inspector dock.
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</description>
</method>
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<method name= "is_playing_scene" qualifiers= "const" >
<return type= "bool" >
</return>
<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>
</method>
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<method name= "is_plugin_enabled" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "plugin" type= "String" >
</argument>
<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>
</method>
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<method name= "make_mesh_previews" >
<return type= "Array" >
</return>
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<argument index= "0" name= "meshes" type= "Array" >
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</argument>
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<argument index= "1" name= "preview_size" type= "int" >
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</argument>
<description >
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Returns mesh previews rendered at the given size as an [Array] of [Texture2D]s.
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</description>
</method>
<method name= "open_scene_from_path" >
<return type= "void" >
</return>
<argument index= "0" name= "scene_filepath" type= "String" >
</argument>
<description >
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Opens the scene at the given path.
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</description>
</method>
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<method name= "play_current_scene" >
<return type= "void" >
</return>
<description >
Plays the currently active scene.
</description>
</method>
<method name= "play_custom_scene" >
<return type= "void" >
</return>
<argument index= "0" name= "scene_filepath" type= "String" >
</argument>
<description >
Plays the scene specified by its filepath.
</description>
</method>
<method name= "play_main_scene" >
<return type= "void" >
</return>
<description >
Plays the main scene.
</description>
</method>
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<method name= "reload_scene_from_path" >
<return type= "void" >
</return>
<argument index= "0" name= "scene_filepath" type= "String" >
</argument>
<description >
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Reloads the scene at the given path.
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</description>
</method>
<method name= "save_scene" >
<return type= "int" enum= "Error" >
</return>
<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>
</method>
<method name= "save_scene_as" >
<return type= "void" >
</return>
<argument index= "0" name= "path" type= "String" >
</argument>
<argument index= "1" name= "with_preview" type= "bool" default= "true" >
</argument>
<description >
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Saves the scene as a file at [code]path[/code].
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</description>
</method>
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<method name= "select_file" >
<return type= "void" >
</return>
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<argument index= "0" name= "file" type= "String" >
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</argument>
<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>
</method>
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<method name= "set_main_screen_editor" >
<return type= "void" >
</return>
<argument index= "0" name= "name" type= "String" >
</argument>
<description >
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Sets the editor's current main screen to the one specified in [code]name[/code]. [code]name[/code] must match the text of the tab in question exactly ([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/code]).
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</description>
</method>
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<method name= "set_plugin_enabled" >
<return type= "void" >
</return>
<argument index= "0" name= "plugin" type= "String" >
</argument>
<argument index= "1" name= "enabled" type= "bool" >
</argument>
<description >
Sets the enabled status of a plugin. The plugin name is the same as its directory name.
</description>
</method>
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<method name= "stop_playing_scene" >
<return type= "void" >
</return>
<description >
Stops the scene that is currently playing.
</description>
</method>
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</methods>
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<members >
<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>
</members>
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<constants >
</constants>
</class>