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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
258 lines
10 KiB
XML
258 lines
10 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorInterface" inherits="Node" version="4.0" 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>
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<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>
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<tutorials>
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</tutorials>
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<methods>
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<method name="edit_node">
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<return type="void" />
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<argument index="0" name="node" type="Node" />
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<description>
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Edits the given [Node]. The node will be also selected if it's inside the scene tree.
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</description>
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</method>
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<method name="edit_resource">
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<return type="void" />
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<argument 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.
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</description>
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</method>
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<method name="edit_script">
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<return type="void" />
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<argument index="0" name="script" type="Script" />
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<argument index="1" name="line" type="int" default="-1" />
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<argument index="2" name="column" type="int" default="0" />
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<argument index="3" name="grab_focus" type="bool" default="true" />
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<description>
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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>
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</method>
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<method name="get_base_control">
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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>
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</method>
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<method name="get_command_palette" qualifiers="const">
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<return type="EditorCommandPalette" />
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<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>
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</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>
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</method>
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<method name="get_edited_scene_root">
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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>
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</method>
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<method name="get_editor_main_control">
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<return type="Control" />
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<description>
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Returns the main editor control. Use this as a parent for main screens.
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[b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.
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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>
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</method>
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<method name="get_editor_paths">
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<return type="EditorPaths" />
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<description>
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</description>
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</method>
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<method name="get_editor_scale" qualifiers="const">
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<return type="float" />
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<description>
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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.
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[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.
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</description>
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</method>
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<method name="get_editor_settings">
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<return type="EditorSettings" />
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<description>
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Returns the editor's [EditorSettings] instance.
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</description>
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</method>
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<method name="get_file_system_dock">
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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>
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</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>
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</method>
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<method name="get_open_scenes" qualifiers="const">
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<return type="Array" />
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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>
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</method>
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<method name="get_playing_scene" qualifiers="const">
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<return type="String" />
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<description>
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Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.
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</description>
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</method>
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<method name="get_resource_filesystem">
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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>
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</method>
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<method name="get_resource_previewer">
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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>
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</method>
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<method name="get_script_editor">
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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>
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</method>
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<method name="get_selected_path" qualifiers="const">
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<return type="String" />
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<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>
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</method>
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<method name="get_selection">
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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>
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</method>
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<method name="inspect_object">
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<return type="void" />
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<argument index="0" name="object" type="Object" />
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<argument index="1" name="for_property" type="String" default="""" />
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<argument 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 [code]object[/code] in the editor's Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins will not attempt to edit [code]object[/code].
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</description>
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</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>
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</method>
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<method name="is_plugin_enabled" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="plugin" type="String" />
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<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>
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</method>
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<method name="make_mesh_previews">
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<return type="Array" />
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<argument index="0" name="meshes" type="Array" />
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<argument 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>
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</method>
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<method name="open_scene_from_path">
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<return type="void" />
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<argument 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>
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</method>
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<method name="play_current_scene">
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<return type="void" />
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<description>
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Plays the currently active scene.
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</description>
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</method>
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<method name="play_custom_scene">
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<return type="void" />
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<argument index="0" name="scene_filepath" type="String" />
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<description>
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Plays the scene specified by its filepath.
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</description>
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</method>
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<method name="play_main_scene">
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<return type="void" />
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<description>
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Plays the main scene.
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</description>
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</method>
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<method name="reload_scene_from_path">
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<return type="void" />
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<argument 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>
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</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 scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/code] (see [@GlobalScope] constants).
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</description>
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</method>
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<method name="save_scene_as">
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<return type="void" />
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<argument index="0" name="path" type="String" />
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<argument index="1" name="with_preview" type="bool" default="true" />
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<description>
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Saves the scene as a file at [code]path[/code].
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</description>
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</method>
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<method name="select_file">
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<return type="void" />
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<argument index="0" name="file" type="String" />
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<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>
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</method>
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<method name="set_main_screen_editor">
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<return type="void" />
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<argument 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 [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>
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</method>
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<method name="set_plugin_enabled">
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<return type="void" />
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<argument index="0" name="plugin" type="String" />
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<argument index="1" name="enabled" type="bool" />
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<description>
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Sets the enabled status of a plugin. The plugin name is the same as its directory name.
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</description>
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</method>
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<method name="stop_playing_scene">
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<return type="void" />
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<description>
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Stops the scene that is currently playing.
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</description>
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</method>
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</methods>
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<members>
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<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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</members>
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</class>
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