1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587
|
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorPlugin" inherits="Node" version="3.2">
<brief_description>
Used by the editor to extend its functionality.
</brief_description>
<description>
Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
</tutorials>
<methods>
<method name="add_autoload_singleton">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="path" type="String">
</argument>
<description>
Adds a script at [code]path[/code] to the Autoload list as [code]name[/code].
</description>
</method>
<method name="add_control_to_bottom_panel">
<return type="ToolButton">
</return>
<argument index="0" name="control" type="Control">
</argument>
<argument index="1" name="title" type="String">
</argument>
<description>
Adds a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [method Node.queue_free].
</description>
</method>
<method name="add_control_to_container">
<return type="void">
</return>
<argument index="0" name="container" type="int" enum="EditorPlugin.CustomControlContainer">
</argument>
<argument index="1" name="control" type="Control">
</argument>
<description>
Adds a custom control to a container (see [enum CustomControlContainer]). There are many locations where custom controls can be added in the editor UI.
Please remember that you have to manage the visibility of your custom controls yourself (and likely hide it after adding it).
When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_container] and free it with [method Node.queue_free].
</description>
</method>
<method name="add_control_to_dock">
<return type="void">
</return>
<argument index="0" name="slot" type="int" enum="EditorPlugin.DockSlot">
</argument>
<argument index="1" name="control" type="Control">
</argument>
<description>
Adds the control to a specific dock slot (see [enum DockSlot] for options).
If the dock is repositioned and as long as the plugin is active, the editor will save the dock position on further sessions.
When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_docks] and free it with [method Node.queue_free].
</description>
</method>
<method name="add_custom_type">
<return type="void">
</return>
<argument index="0" name="type" type="String">
</argument>
<argument index="1" name="base" type="String">
</argument>
<argument index="2" name="script" type="Script">
</argument>
<argument index="3" name="icon" type="Texture">
</argument>
<description>
Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.
When given node or resource is selected, the base type will be instanced (ie, "Spatial", "Control", "Resource"), then the script will be loaded and set to this object.
You can use the virtual method [method handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword.
During run-time, this will be a simple object with a script so this function does not need to be called then.
</description>
</method>
<method name="add_export_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorExportPlugin">
</argument>
<description>
</description>
</method>
<method name="add_import_plugin">
<return type="void">
</return>
<argument index="0" name="importer" type="EditorImportPlugin">
</argument>
<description>
</description>
</method>
<method name="add_inspector_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorInspectorPlugin">
</argument>
<description>
</description>
</method>
<method name="add_scene_import_plugin">
<return type="void">
</return>
<argument index="0" name="scene_importer" type="EditorSceneImporter">
</argument>
<description>
</description>
</method>
<method name="add_spatial_gizmo_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorSpatialGizmoPlugin">
</argument>
<description>
</description>
</method>
<method name="add_tool_menu_item">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="handler" type="Object">
</argument>
<argument index="2" name="callback" type="String">
</argument>
<argument index="3" name="ud" type="Variant" default="null">
</argument>
<description>
Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that calls [code]callback[/code] on an instance of [code]handler[/code] with a parameter [code]ud[/code] when user activates it.
</description>
</method>
<method name="add_tool_submenu_item">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="submenu" type="Object">
</argument>
<description>
Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. [code]submenu[/code] should be an object of class [PopupMenu]. This submenu should be cleaned up using [code]remove_tool_menu_item(name)[/code].
</description>
</method>
<method name="apply_changes" qualifiers="virtual">
<return type="void">
</return>
<description>
This method is called when the editor is about to save the project, switch to another tab, etc. It asks the plugin to apply any pending state changes to ensure consistency.
This is used, for example, in shader editors to let the plugin know that it must apply the shader code being written by the user to the object.
</description>
</method>
<method name="build" qualifiers="virtual">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="clear" qualifiers="virtual">
<return type="void">
</return>
<description>
Clear all the state and reset the object being edited to zero. This ensures your plugin does not keep editing a currently existing node, or a node from the wrong scene.
</description>
</method>
<method name="disable_plugin" qualifiers="virtual">
<return type="void">
</return>
<description>
Called by the engine when the user disables the [EditorPlugin] in the Plugin tab of the project settings window.
</description>
</method>
<method name="edit" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="object" type="Object">
</argument>
<description>
This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
</description>
</method>
<method name="enable_plugin" qualifiers="virtual">
<return type="void">
</return>
<description>
Called by the engine when the user enables the [EditorPlugin] in the Plugin tab of the project settings window.
</description>
</method>
<method name="forward_canvas_draw_over_viewport" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="overlay" type="Control">
</argument>
<description>
</description>
</method>
<method name="forward_canvas_force_draw_over_viewport" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="overlay" type="Control">
</argument>
<description>
</description>
</method>
<method name="forward_canvas_gui_input" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example:
[codeblock]
# Prevents the InputEvent to reach other Editor classes
func forward_canvas_gui_input(event):
var forward = true
return forward
[/codeblock]
Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
[codeblock]
# Consumes InputEventMouseMotion and forwards other InputEvent types
func forward_canvas_gui_input(event):
var forward = false
if event is InputEventMouseMotion:
forward = true
return forward
[/codeblock]
</description>
</method>
<method name="forward_spatial_gui_input" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="camera" type="Camera">
</argument>
<argument index="1" name="event" type="InputEvent">
</argument>
<description>
Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example:
[codeblock]
# Prevents the InputEvent to reach other Editor classes
func forward_spatial_gui_input(camera, event):
var forward = true
return forward
[/codeblock]
Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
[codeblock]
# Consumes InputEventMouseMotion and forwards other InputEvent types
func forward_spatial_gui_input(camera, event):
var forward = false
if event is InputEventMouseMotion:
forward = true
return forward
[/codeblock]
</description>
</method>
<method name="get_breakpoints" qualifiers="virtual">
<return type="PoolStringArray">
</return>
<description>
This is for editors that edit script-based objects. You can return a list of breakpoints in the format ([code]script:line[/code]), for example: [code]res://path_to_script.gd:25[/code].
</description>
</method>
<method name="get_editor_interface">
<return type="EditorInterface">
</return>
<description>
Returns the [EditorInterface] object that gives you control over Godot editor's window and its functionalities.
</description>
</method>
<method name="get_plugin_icon" qualifiers="virtual">
<return type="Texture">
</return>
<description>
Override this method in your plugin to return a [Texture] in order to give it an icon.
For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
Ideally, the plugin icon should be white with a transparent background and 16x16 pixels in size.
[codeblock]
func get_plugin_icon():
# You can use a custom icon:
return preload("res://addons/my_plugin/my_plugin_icon.svg")
# Or use a built-in icon:
return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")
[/codeblock]
</description>
</method>
<method name="get_plugin_name" qualifiers="virtual">
<return type="String">
</return>
<description>
Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor.
For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
</description>
</method>
<method name="get_script_create_dialog">
<return type="ScriptCreateDialog">
</return>
<description>
Gets the Editor's dialogue used for making scripts.
[b]Note:[/b] Users can configure it before use.
</description>
</method>
<method name="get_state" qualifiers="virtual">
<return type="Dictionary">
</return>
<description>
Gets the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns).
</description>
</method>
<method name="get_undo_redo">
<return type="UndoRedo">
</return>
<description>
Gets the undo/redo object. Most actions in the editor can be undoable, so use this object to make sure this happens when it's worth it.
</description>
</method>
<method name="get_window_layout" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="layout" type="ConfigFile">
</argument>
<description>
Gets the GUI layout of the plugin. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed(For example changing the position of a dock).
</description>
</method>
<method name="handles" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="object" type="Object">
</argument>
<description>
Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method edit] and [method make_visible] called when the editor requests them. If you have declared the methods [method forward_canvas_gui_input] and [method forward_spatial_gui_input] these will be called too.
</description>
</method>
<method name="has_main_screen" qualifiers="virtual">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and [b]AssetLib[/b]).
</description>
</method>
<method name="hide_bottom_panel">
<return type="void">
</return>
<description>
</description>
</method>
<method name="make_bottom_panel_item_visible">
<return type="void">
</return>
<argument index="0" name="item" type="Control">
</argument>
<description>
</description>
</method>
<method name="make_visible" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="visible" type="bool">
</argument>
<description>
This function will be called when the editor is requested to become visible. It is used for plugins that edit a specific object type.
Remember that you have to manage the visibility of all your editor controls manually.
</description>
</method>
<method name="queue_save_layout" qualifiers="const">
<return type="void">
</return>
<description>
Queue save the project's editor layout.
</description>
</method>
<method name="remove_autoload_singleton">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Removes an Autoload [code]name[/code] from the list.
</description>
</method>
<method name="remove_control_from_bottom_panel">
<return type="void">
</return>
<argument index="0" name="control" type="Control">
</argument>
<description>
Removes the control from the bottom panel. You have to manually [method Node.queue_free] the control.
</description>
</method>
<method name="remove_control_from_container">
<return type="void">
</return>
<argument index="0" name="container" type="int" enum="EditorPlugin.CustomControlContainer">
</argument>
<argument index="1" name="control" type="Control">
</argument>
<description>
Removes the control from the specified container. You have to manually [method Node.queue_free] the control.
</description>
</method>
<method name="remove_control_from_docks">
<return type="void">
</return>
<argument index="0" name="control" type="Control">
</argument>
<description>
Removes the control from the dock. You have to manually [method Node.queue_free] the control.
</description>
</method>
<method name="remove_custom_type">
<return type="void">
</return>
<argument index="0" name="type" type="String">
</argument>
<description>
Removes a custom type added by [method add_custom_type].
</description>
</method>
<method name="remove_export_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorExportPlugin">
</argument>
<description>
</description>
</method>
<method name="remove_import_plugin">
<return type="void">
</return>
<argument index="0" name="importer" type="EditorImportPlugin">
</argument>
<description>
</description>
</method>
<method name="remove_inspector_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorInspectorPlugin">
</argument>
<description>
</description>
</method>
<method name="remove_scene_import_plugin">
<return type="void">
</return>
<argument index="0" name="scene_importer" type="EditorSceneImporter">
</argument>
<description>
</description>
</method>
<method name="remove_spatial_gizmo_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorSpatialGizmoPlugin">
</argument>
<description>
</description>
</method>
<method name="remove_tool_menu_item">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Removes a menu [code]name[/code] from [b]Project > Tools[/b].
</description>
</method>
<method name="save_external_data" qualifiers="virtual">
<return type="void">
</return>
<description>
This method is called after the editor saves the project or when it's closed. It asks the plugin to save edited external scenes/resources.
</description>
</method>
<method name="set_force_draw_over_forwarding_enabled">
<return type="void">
</return>
<description>
</description>
</method>
<method name="set_input_event_forwarding_always_enabled">
<return type="void">
</return>
<description>
Use this method if you always want to receive inputs from 3D view screen inside [method forward_spatial_gui_input]. It might be especially usable if your plugin will want to use raycast in the scene.
</description>
</method>
<method name="set_state" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="state" type="Dictionary">
</argument>
<description>
Restore the state saved by [method get_state].
</description>
</method>
<method name="set_window_layout" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="layout" type="ConfigFile">
</argument>
<description>
Restore the plugin GUI layout saved by [method get_window_layout].
</description>
</method>
<method name="update_overlays" qualifiers="const">
<return type="int">
</return>
<description>
Updates the overlays of the editor (2D/3D) viewport.
</description>
</method>
</methods>
<signals>
<signal name="main_screen_changed">
<argument index="0" name="screen_name" type="String">
</argument>
<description>
Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins.
</description>
</signal>
<signal name="resource_saved">
<argument index="0" name="resource" type="Resource">
</argument>
<description>
</description>
</signal>
<signal name="scene_changed">
<argument index="0" name="scene_root" type="Node">
</argument>
<description>
Emitted when the scene is changed in the editor. The argument will return the root node of the scene that has just become active. If this scene is new and empty, the argument will be [code]null[/code].
</description>
</signal>
<signal name="scene_closed">
<argument index="0" name="filepath" type="String">
</argument>
<description>
Emitted when user closes a scene. The argument is file path to a closed scene.
</description>
</signal>
</signals>
<constants>
<constant name="CONTAINER_TOOLBAR" value="0" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_MENU" value="1" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_SIDE_LEFT" value="2" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT" value="3" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_BOTTOM" value="4" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_MENU" value="5" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_SIDE_LEFT" value="6" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_SIDE_RIGHT" value="7" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_BOTTOM" value="8" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_PROPERTY_EDITOR_BOTTOM" value="9" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_PROJECT_SETTING_TAB_LEFT" value="10" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_PROJECT_SETTING_TAB_RIGHT" value="11" enum="CustomControlContainer">
</constant>
<constant name="DOCK_SLOT_LEFT_UL" value="0" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_LEFT_BL" value="1" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_LEFT_UR" value="2" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_LEFT_BR" value="3" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_RIGHT_UL" value="4" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_RIGHT_BL" value="5" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_RIGHT_UR" value="6" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_RIGHT_BR" value="7" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_MAX" value="8" enum="DockSlot">
Represents the size of the [enum DockSlot] enum.
</constant>
</constants>
</class>
|