godot/doc/classes/ScriptCreateDialog.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ScriptCreateDialog" inherits="ConfirmationDialog" version="4.0">
<brief_description>
The Editor's popup dialog for creating new [Script] files.
</brief_description>
<description>
The [ScriptCreateDialog] creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling one of the [method Window.popup] methods.
[codeblocks]
[gdscript]
func _ready():
var dialog = ScriptCreateDialog.new();
dialog.config("Node", "res://new_node.gd") # For in-engine types.
dialog.config("\"res://base_node.gd\"", "res://derived_node.gd") # For script types.
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dialog.popup_centered()
[/gdscript]
[csharp]
public override void _Ready()
{
var dialog = new ScriptCreateDialog();
dialog.Config("Node", "res://NewNode.cs"); // For in-engine types.
dialog.Config("\"res://BaseNode.cs\"", "res://DerivedNode.cs"); // For script types.
dialog.PopupCentered();
}
[/csharp]
[/codeblocks]
</description>
<tutorials>
</tutorials>
<methods>
<method name="config">
<return type="void" />
<argument index="0" name="inherits" type="String" />
<argument index="1" name="path" type="String" />
<argument index="2" name="built_in_enabled" type="bool" default="true" />
<argument index="3" name="load_enabled" type="bool" default="true" />
<description>
Prefills required fields to configure the ScriptCreateDialog for use.
</description>
</method>
</methods>
<members>
<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" overrides="AcceptDialog" default="false" />
<member name="title" type="String" setter="set_title" getter="get_title" overrides="Window" default="&quot;Attach Node Script&quot;" />
</members>
<signals>
<signal name="script_created">
<argument index="0" name="script" type="Script" />
<description>
Emitted when the user clicks the OK button.
</description>
</signal>
</signals>
</class>