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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "EditorInterface" inherits= "Object" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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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 directly by its name.
[codeblocks]
[gdscript]
var editor_settings = EditorInterface.get_editor_settings()
[/gdscript]
[csharp]
// In C# you can access it via the static Singleton property.
EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
[/csharp]
[/codeblocks]
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</description>
<tutorials >
</tutorials>
<methods >
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<method name= "edit_node" >
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<return type= "void" />
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<param index= "0" name= "node" type= "Node" />
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<description >
Edits the given [Node]. The node will be also selected if it's inside the scene tree.
</description>
</method>
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<method name= "edit_resource" >
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<return type= "void" />
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<param index= "0" name= "resource" type= "Resource" />
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<description >
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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" />
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<param index= "0" name= "script" type= "Script" />
<param index= "1" name= "line" type= "int" default= "-1" />
<param index= "2" name= "column" type= "int" default= "0" />
<param index= "3" name= "grab_focus" type= "bool" default= "true" />
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<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.
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</description>
</method>
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<method name= "get_base_control" qualifiers= "const" >
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<return type= "Control" />
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<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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[b]Warning:[/b] Removing and freeing this node will render the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_command_palette" qualifiers= "const" >
<return type= "EditorCommandPalette" />
<description >
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Returns the editor's [EditorCommandPalette] instance.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_current_directory" qualifiers= "const" >
<return type= "String" />
<description >
Returns the current directory being viewed in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
</description>
</method>
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<method name= "get_current_feature_profile" qualifiers= "const" >
<return type= "String" />
<description >
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 [method EditorFeatureProfile.load_from_file].
[b]Note:[/b] Feature profiles created via the user interface are loaded from the [code]feature_profiles[/code] directory, as a file with the [code].profile[/code] extension. The editor configuration folder can be found by using [method EditorPaths.get_config_dir].
</description>
</method>
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<method name= "get_current_path" qualifiers= "const" >
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<return type= "String" />
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<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" qualifiers= "const" >
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<return type= "Node" />
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<description >
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Returns the edited (current) scene's root [Node].
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</description>
</method>
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<method name= "get_editor_main_screen" qualifiers= "const" >
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<return type= "VBoxContainer" />
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<description >
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Returns the editor control responsible for main screen plugins and tools. Use it with plugins that implement [method EditorPlugin._has_main_screen].
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[b]Note:[/b] This node is a [VBoxContainer], which means that if you add a [Control] child to it, you need to set the child's [member Control.size_flags_vertical] to [constant Control.SIZE_EXPAND_FILL] to make it use the full available space.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_editor_paths" qualifiers= "const" >
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<return type= "EditorPaths" />
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<description >
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Returns the [EditorPaths] singleton.
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</description>
</method>
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<method name= "get_editor_scale" qualifiers= "const" >
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<return type= "float" />
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<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>
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<method name= "get_editor_settings" qualifiers= "const" >
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<return type= "EditorSettings" />
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<description >
Returns the editor's [EditorSettings] instance.
</description>
</method>
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<method name= "get_editor_theme" qualifiers= "const" >
<return type= "Theme" />
<description >
Returns the editor's [Theme].
[b]Note:[/b] When creating custom editor UI, prefer accessing theme items directly from your GUI nodes using the [code]get_theme_*[/code] methods.
</description>
</method>
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<method name= "get_editor_viewport_2d" qualifiers= "const" >
<return type= "SubViewport" />
<description >
Returns the 2D editor [SubViewport]. It does not have a camera. Instead, the view transforms are done directly and can be accessed with [member Viewport.global_canvas_transform].
</description>
</method>
<method name= "get_editor_viewport_3d" qualifiers= "const" >
<return type= "SubViewport" />
<param index= "0" name= "idx" type= "int" default= "0" />
<description >
Returns the specified 3D editor [SubViewport], from [code]0[/code] to [code]3[/code]. The viewport can be used to access the active editor cameras with [method Viewport.get_camera_3d].
</description>
</method>
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<method name= "get_file_system_dock" qualifiers= "const" >
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<return type= "FileSystemDock" />
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<description >
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Returns the editor's [FileSystemDock] instance.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_inspector" qualifiers= "const" >
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<return type= "EditorInspector" />
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<description >
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Returns the editor's [EditorInspector] instance.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_open_scenes" qualifiers= "const" >
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<return type= "PackedStringArray" />
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<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" >
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<return type= "String" />
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<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" qualifiers= "const" >
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<return type= "EditorFileSystem" />
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<description >
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Returns the editor's [EditorFileSystem] instance.
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</description>
</method>
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<method name= "get_resource_previewer" qualifiers= "const" >
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<return type= "EditorResourcePreview" />
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<description >
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Returns the editor's [EditorResourcePreview] instance.
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</description>
</method>
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<method name= "get_script_editor" qualifiers= "const" >
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<return type= "ScriptEditor" />
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<description >
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Returns the editor's [ScriptEditor] instance.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_selected_paths" qualifiers= "const" >
<return type= "PackedStringArray" />
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<description >
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Returns an array containing the paths of the currently selected files (and directories) in the [FileSystemDock].
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</description>
</method>
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<method name= "get_selection" qualifiers= "const" >
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<return type= "EditorSelection" />
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<description >
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Returns the editor's [EditorSelection] instance.
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</description>
</method>
<method name= "inspect_object" >
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<return type= "void" />
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<param index= "0" name= "object" type= "Object" />
<param index= "1" name= "for_property" type= "String" default= """" />
<param index= "2" name= "inspector_only" type= "bool" default= "false" />
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<description >
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Shows the given property on the given [param object] in the editor's Inspector dock. If [param inspector_only] is [code]true[/code], plugins will not attempt to edit [param object].
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</description>
</method>
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<method name= "is_multi_window_enabled" qualifiers= "const" >
<return type= "bool" />
<description >
Returns [code]true[/code] if multiple window support is enabled in the editor. Multiple window support is enabled if [i]all[/i] of these statements are true:
- [member EditorSettings.interface/multi_window/enable] is [code]true[/code].
- [member EditorSettings.interface/editor/single_window_mode] is [code]false[/code].
- [member Viewport.gui_embed_subwindows] is [code]false[/code]. This is forced to [code]true[/code] on platforms that don't support multiple windows such as Web, or when the [code]--single-window[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] is used.
</description>
</method>
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<method name= "is_playing_scene" qualifiers= "const" >
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<return type= "bool" />
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<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" >
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<return type= "bool" />
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<param index= "0" name= "plugin" type= "String" />
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<description >
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Returns [code]true[/code] if the specified [param plugin] 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" >
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<return type= "Texture2D[]" />
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<param index= "0" name= "meshes" type= "Mesh[]" />
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<param index= "1" name= "preview_size" type= "int" />
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<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>
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<method name= "mark_scene_as_unsaved" >
<return type= "void" />
<description >
Marks the current scene tab as unsaved.
</description>
</method>
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<method name= "open_scene_from_path" >
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<return type= "void" />
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<param index= "0" name= "scene_filepath" type= "String" />
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<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" >
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<return type= "void" />
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<description >
Plays the currently active scene.
</description>
</method>
<method name= "play_custom_scene" >
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<return type= "void" />
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<param index= "0" name= "scene_filepath" type= "String" />
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<description >
Plays the scene specified by its filepath.
</description>
</method>
<method name= "play_main_scene" >
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<return type= "void" />
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<description >
Plays the main scene.
</description>
</method>
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<method name= "popup_dialog" >
<return type= "void" />
<param index= "0" name= "dialog" type= "Window" />
<param index= "1" name= "rect" type= "Rect2i" default= "Rect2i(0, 0, 0, 0)" />
<description >
Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive]. The dialog must have no current parent, otherwise the method fails.
See also [method Window.set_unparent_when_invisible].
</description>
</method>
<method name= "popup_dialog_centered" >
<return type= "void" />
<param index= "0" name= "dialog" type= "Window" />
<param index= "1" name= "minsize" type= "Vector2i" default= "Vector2i(0, 0)" />
<description >
Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive_centered]. The dialog must have no current parent, otherwise the method fails.
See also [method Window.set_unparent_when_invisible].
</description>
</method>
<method name= "popup_dialog_centered_clamped" >
<return type= "void" />
<param index= "0" name= "dialog" type= "Window" />
<param index= "1" name= "minsize" type= "Vector2i" default= "Vector2i(0, 0)" />
<param index= "2" name= "fallback_ratio" type= "float" default= "0.75" />
<description >
Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive_centered_clamped]. The dialog must have no current parent, otherwise the method fails.
See also [method Window.set_unparent_when_invisible].
</description>
</method>
<method name= "popup_dialog_centered_ratio" >
<return type= "void" />
<param index= "0" name= "dialog" type= "Window" />
<param index= "1" name= "ratio" type= "float" default= "0.8" />
<description >
Pops up the [param dialog] in the editor UI with [method Window.popup_exclusive_centered_ratio]. The dialog must have no current parent, otherwise the method fails.
See also [method Window.set_unparent_when_invisible].
</description>
</method>
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<method name= "popup_node_selector" >
<return type= "void" />
<param index= "0" name= "callback" type= "Callable" />
<param index= "1" name= "valid_types" type= "StringName[]" default= "[]" />
<description >
Pops up an editor dialog for selecting a [Node] from the edited scene. The [param callback] must take a single argument of type [NodePath]. It is called on the selected [NodePath] or the empty path [code]^""[/code] if the dialog is canceled. If [param valid_types] is provided, the dialog will only show Nodes that match one of the listed Node types.
[b]Example:[/b]
[codeblock]
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)
[/codeblock]
</description>
</method>
<method name= "popup_property_selector" >
<return type= "void" />
<param index= "0" name= "object" type= "Object" />
<param index= "1" name= "callback" type= "Callable" />
<param index= "2" name= "type_filter" type= "PackedInt32Array" default= "PackedInt32Array()" />
<description >
Pops up an editor dialog for selecting properties from [param object]. The [param callback] must take a single argument of type [NodePath]. It is called on the selected property path (see [method NodePath.get_as_property_path]) or the empty path [code]^""[/code] if the dialog is canceled. If [param type_filter] is provided, the dialog will only show properties that match one of the listed [enum Variant.Type] values.
[b]Example:[/b]
[codeblock]
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)
[/codeblock]
</description>
</method>
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<method name= "reload_scene_from_path" >
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<return type= "void" />
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<param index= "0" name= "scene_filepath" type= "String" />
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<description >
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Reloads the scene at the given path.
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</description>
</method>
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<method name= "restart_editor" >
<return type= "void" />
<param index= "0" name= "save" type= "bool" default= "true" />
<description >
Restarts the editor. This closes the editor and then opens the same project. If [param save] is [code]true[/code], the project will be saved before restarting.
</description>
</method>
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<method name= "save_all_scenes" >
<return type= "void" />
<description >
Saves all opened scenes in the editor.
</description>
</method>
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<method name= "save_scene" >
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<return type= "int" enum= "Error" />
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<description >
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Saves the currently active scene. Returns either [constant OK] or [constant ERR_CANT_CREATE].
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</description>
</method>
<method name= "save_scene_as" >
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<return type= "void" />
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<param index= "0" name= "path" type= "String" />
<param index= "1" name= "with_preview" type= "bool" default= "true" />
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<description >
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Saves the currently active scene as a file at [param path].
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</description>
</method>
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<method name= "select_file" >
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<return type= "void" />
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<param index= "0" name= "file" type= "String" />
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<description >
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Selects the file, with the path provided by [param file], in the FileSystem dock.
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</description>
</method>
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<method name= "set_current_feature_profile" >
<return type= "void" />
<param index= "0" name= "profile_name" type= "String" />
<description >
Selects and activates the specified feature profile with the given [param profile_name]. Set [param profile_name] to an empty string to reset to the default feature profile.
A feature profile can be created programmatically using the [EditorFeatureProfile] class.
[b]Note:[/b] The feature profile that gets activated must be located in the [code]feature_profiles[/code] directory, as a file with the [code].profile[/code] extension. If a profile could not be found, an error occurs. The editor configuration folder can be found by using [method EditorPaths.get_config_dir].
</description>
</method>
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<method name= "set_main_screen_editor" >
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<return type= "void" />
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<param index= "0" name= "name" type= "String" />
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<description >
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Sets the editor's current main screen to the one specified in [param name]. [param name] must match the title of the tab in question exactly (e.g. [code]2D[/code], [code]3D[/code], [code skip-lint]Script[/code], or [code]AssetLib[/code] for default tabs).
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</description>
</method>
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<method name= "set_plugin_enabled" >
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<return type= "void" />
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<param index= "0" name= "plugin" type= "String" />
<param index= "1" name= "enabled" type= "bool" />
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<description >
Sets the enabled status of a plugin. The plugin name is the same as its directory name.
</description>
</method>
2020-04-05 22:19:24 +08:00
<method name= "stop_playing_scene" >
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<return type= "void" />
2020-04-05 22:19:24 +08:00
<description >
Stops the scene that is currently playing.
</description>
</method>
2017-09-13 04:42:36 +08:00
</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>
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<member name= "movie_maker_enabled" type= "bool" setter= "set_movie_maker_enabled" getter= "is_movie_maker_enabled" >
If [code]true[/code], the Movie Maker mode is enabled in the editor. See [MovieWriter] for more information.
</member>
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</members>
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</class>