EditorInterface

继承: Object

Godot editor's interface.

描述

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.

Note: This class shouldn't be instantiated directly. Instead, access the singleton directly by its name.


    var editor_settings = EditorInterface.get_editor_settings()

    // In C# you can access it via the static Singleton property.
    EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();

属性

方法

voidedit_node ( node: Node )
voidedit_resource ( resource: Resource )
voidedit_script ( script: Script, line: int = -1, column: int = 0, grab_focus: bool = true )
Controlget_base_control ( ) const1
EditorCommandPaletteget_command_palette ( ) const1
Stringget_current_directory ( ) const1
Stringget_current_feature_profile ( ) const1
Stringget_current_path ( ) const1
Nodeget_edited_scene_root ( ) const1
VBoxContainerget_editor_main_screen ( ) const1
EditorPathsget_editor_paths ( ) const1
floatget_editor_scale ( ) const1
EditorSettingsget_editor_settings ( ) const1
Themeget_editor_theme ( ) const1
EditorUndoRedoManagerget_editor_undo_redo ( ) const1
SubViewportget_editor_viewport_2d ( ) const1
SubViewportget_editor_viewport_3d ( idx: int = 0 ) const1
FileSystemDockget_file_system_dock ( ) const1
EditorInspectorget_inspector ( ) const1
PackedStringArrayget_open_scenes ( ) const1
Stringget_playing_scene ( ) const1
EditorFileSystemget_resource_filesystem ( ) const1
EditorResourcePreviewget_resource_previewer ( ) const1
ScriptEditorget_script_editor ( ) const1
PackedStringArrayget_selected_paths ( ) const1
EditorSelectionget_selection ( ) const1
voidinspect_object ( object: Object, for_property: String = "", inspector_only: bool = false )
boolis_multi_window_enabled ( ) const1
boolis_playing_scene ( ) const1
boolis_plugin_enabled ( plugin: String ) const1
Array Texture2Dmake_mesh_previews ( meshes: Array Mesh, preview_size: int )
voidmark_scene_as_unsaved ( )
voidopen_scene_from_path ( scene_filepath: String )
voidplay_current_scene ( )
voidplay_custom_scene ( scene_filepath: String )
voidplay_main_scene ( )
voidpopup_dialog ( dialog: Window, rect: Rect2i = Rect2i(0, 0, 0, 0) )
voidpopup_dialog_centered ( dialog: Window, minsize: Vector2i = Vector2i(0, 0) )
voidpopup_dialog_centered_clamped ( dialog: Window, minsize: Vector2i = Vector2i(0, 0), fallback_ratio: float = 0.75 )
voidpopup_dialog_centered_ratio ( dialog: Window, ratio: float = 0.8 )
voidpopup_node_selector ( callback: Callable, valid_types: Array StringName = [], current_value: Node = null )
voidpopup_property_selector ( object: Object, callback: Callable, type_filter: PackedInt32Array = PackedInt32Array(), current_value: String = "" )
voidpopup_quick_open ( callback: Callable, base_types: Array StringName = [] )
voidreload_scene_from_path ( scene_filepath: String )
voidrestart_editor ( save: bool = true )
voidsave_all_scenes ( )
Errorsave_scene ( )
voidsave_scene_as ( path: String, with_preview: bool = true )
voidselect_file ( file: String )
voidset_current_feature_profile ( profile_name: String )
voidset_main_screen_editor ( name: String )
voidset_plugin_enabled ( plugin: String, enabled: bool )
voidstop_playing_scene ( )

属性说明

bool distraction_free_mode

  • void set_distraction_free_mode ( value: bool )
  • bool is_distraction_free_mode_enabled ( )

If true, enables distraction-free mode which hides side docks to increase the space available for the main view.


bool movie_maker_enabled

  • void set_movie_maker_enabled ( value: bool )
  • bool is_movie_maker_enabled ( )

If true, the Movie Maker mode is enabled in the editor. See MovieWriter for more information.


方法说明

void edit_node ( node: Node )

Edits the given Node. The node will be also selected if it's inside the scene tree.


void edit_resource ( resource: Resource )

Edits the given Resource. If the resource is a Script you can also edit it with edit_script to specify the line and column position.


void edit_script ( script: Script, line: int = -1, column: int = 0, grab_focus: bool = true )

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.


Control get_base_control ( ) const1

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.

Warning: Removing and freeing this node will render the editor useless and may cause a crash.


EditorCommandPalette get_command_palette ( ) const1

Returns the editor's EditorCommandPalette instance.

Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.


String get_current_directory ( ) const1

Returns the current directory being viewed in the FileSystemDock. If a file is selected, its base directory will be returned using String.get_base_dir instead.


String get_current_feature_profile ( ) const1

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 EditorFeatureProfile.load_from_file.

Note: Feature profiles created via the user interface are loaded from the feature_profiles directory, as a file with the .profile extension. The editor configuration folder can be found by using EditorPaths.get_config_dir.


String get_current_path ( ) const1

Returns the current path being viewed in the FileSystemDock.


Node get_edited_scene_root ( ) const1

Returns the edited (current) scene's root Node.


VBoxContainer get_editor_main_screen ( ) const1

Returns the editor control responsible for main screen plugins and tools. Use it with plugins that implement EditorPlugin._has_main_screen.

Note: This node is a VBoxContainer, which means that if you add a Control child to it, you need to set the child's Control.size_flags_vertical to Control.SIZE_EXPAND_FILL to make it use the full available space.

Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.


EditorPaths get_editor_paths ( ) const1

Returns the EditorPaths singleton.


float get_editor_scale ( ) const1

Returns the actual scale of the editor UI (1.0 being 100% scale). This can be used to adjust position and dimensions of the UI added by plugins.

Note: This value is set via the interface/editor/display_scale and interface/editor/custom_display_scale editor settings. Editor must be restarted for changes to be properly applied.


EditorSettings get_editor_settings ( ) const1

Returns the editor's EditorSettings instance.


Theme get_editor_theme ( ) const1

Returns the editor's Theme.

Note: When creating custom editor UI, prefer accessing theme items directly from your GUI nodes using the get_theme_* methods.


EditorUndoRedoManager get_editor_undo_redo ( ) const1

Returns the editor's EditorUndoRedoManager.


SubViewport get_editor_viewport_2d ( ) const1

Returns the 2D editor SubViewport. It does not have a camera. Instead, the view transforms are done directly and can be accessed with Viewport.global_canvas_transform.


SubViewport get_editor_viewport_3d ( idx: int = 0 ) const1

Returns the specified 3D editor SubViewport, from 0 to 3. The viewport can be used to access the active editor cameras with Viewport.get_camera_3d.


FileSystemDock get_file_system_dock ( ) const1

Returns the editor's FileSystemDock instance.

Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.


EditorInspector get_inspector ( ) const1

Returns the editor's EditorInspector instance.

Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.


PackedStringArray get_open_scenes ( ) const1

Returns an Array with the file paths of the currently opened scenes.


String get_playing_scene ( ) const1

Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.


EditorFileSystem get_resource_filesystem ( ) const1

Returns the editor's EditorFileSystem instance.


EditorResourcePreview get_resource_previewer ( ) const1

Returns the editor's EditorResourcePreview instance.


ScriptEditor get_script_editor ( ) const1

Returns the editor's ScriptEditor instance.

Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.


PackedStringArray get_selected_paths ( ) const1

Returns an array containing the paths of the currently selected files (and directories) in the FileSystemDock.


EditorSelection get_selection ( ) const1

Returns the editor's EditorSelection instance.


void inspect_object ( object: Object, for_property: String = "", inspector_only: bool = false )

Shows the given property on the given object in the editor's Inspector dock. If inspector_only is true, plugins will not attempt to edit object.


bool is_multi_window_enabled ( ) const1

Returns true if multiple window support is enabled in the editor. Multiple window support is enabled if all of these statements are true:


bool is_playing_scene ( ) const1

Returns true if a scene is currently being played, false otherwise. Paused scenes are considered as being played.


bool is_plugin_enabled ( plugin: String ) const1

Returns true if the specified plugin is enabled. The plugin name is the same as its directory name.


Array Texture2D make_mesh_previews ( meshes: Array Mesh, preview_size: int )

Returns mesh previews rendered at the given size as an Array of Texture2D s.


void mark_scene_as_unsaved ( )

Marks the current scene tab as unsaved.


void open_scene_from_path ( scene_filepath: String )

Opens the scene at the given path.


void play_current_scene ( )

Plays the currently active scene.


void play_custom_scene ( scene_filepath: String )

Plays the scene specified by its filepath.


void play_main_scene ( )

Plays the main scene.


void popup_dialog ( dialog: Window, rect: Rect2i = Rect2i(0, 0, 0, 0) )

Pops up the dialog in the editor UI with Window.popup_exclusive. The dialog must have no current parent, otherwise the method fails.

See also Window.set_unparent_when_invisible.


void popup_dialog_centered ( dialog: Window, minsize: Vector2i = Vector2i(0, 0) )

Pops up the dialog in the editor UI with Window.popup_exclusive_centered. The dialog must have no current parent, otherwise the method fails.

See also Window.set_unparent_when_invisible.


void popup_dialog_centered_clamped ( dialog: Window, minsize: Vector2i = Vector2i(0, 0), fallback_ratio: float = 0.75 )

Pops up the dialog in the editor UI with Window.popup_exclusive_centered_clamped. The dialog must have no current parent, otherwise the method fails.

See also Window.set_unparent_when_invisible.


void popup_dialog_centered_ratio ( dialog: Window, ratio: float = 0.8 )

Pops up the dialog in the editor UI with Window.popup_exclusive_centered_ratio. The dialog must have no current parent, otherwise the method fails.

See also Window.set_unparent_when_invisible.


void popup_node_selector ( callback: Callable, valid_types: Array StringName = [], current_value: Node = null )

Pops up an editor dialog for selecting a Node from the edited scene. The callback must take a single argument of type NodePath. It is called on the selected NodePath or the empty path ^"" if the dialog is canceled. If valid_types is provided, the dialog will only show Nodes that match one of the listed Node types. If current_value is provided, the Node will be automatically selected in the tree, if it exists.

Example: Display the node selection dialog as soon as this node is added to the tree for the first time:


    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)

void popup_property_selector ( object: Object, callback: Callable, type_filter: PackedInt32Array = PackedInt32Array(), current_value: String = "" )

Pops up an editor dialog for selecting properties from object. The callback must take a single argument of type NodePath. It is called on the selected property path (see NodePath.get_as_property_path) or the empty path ^"" if the dialog is canceled. If type_filter is provided, the dialog will only show properties that match one of the listed Variant.Type values. If current_value is provided, the property will be selected automatically in the property list, if it exists.


    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)

void popup_quick_open ( callback: Callable, base_types: Array StringName = [] )

Pops up an editor dialog for quick selecting a resource file. The callback must take a single argument of type String which will contain the path of the selected resource or be empty if the dialog is canceled. If base_types is provided, the dialog will only show resources that match these types. Only types deriving from Resource are supported.


void reload_scene_from_path ( scene_filepath: String )

Reloads the scene at the given path.


void restart_editor ( save: bool = true )

Restarts the editor. This closes the editor and then opens the same project. If save is true, the project will be saved before restarting.


void save_all_scenes ( )

Saves all opened scenes in the editor.


Error save_scene ( )

Saves the currently active scene. Returns either @GlobalScope.OK or @GlobalScope.ERR_CANT_CREATE.


void save_scene_as ( path: String, with_preview: bool = true )

Saves the currently active scene as a file at path.


void select_file ( file: String )

Selects the file, with the path provided by file, in the FileSystem dock.


void set_current_feature_profile ( profile_name: String )

Selects and activates the specified feature profile with the given profile_name. Set profile_name to an empty string to reset to the default feature profile.

A feature profile can be created programmatically using the EditorFeatureProfile class.

Note: The feature profile that gets activated must be located in the feature_profiles directory, as a file with the .profile extension. If a profile could not be found, an error occurs. The editor configuration folder can be found by using EditorPaths.get_config_dir.


void set_main_screen_editor ( name: String )

Sets the editor's current main screen to the one specified in name. name must match the title of the tab in question exactly (e.g. 2D, 3D, Script, or AssetLib for default tabs).


void set_plugin_enabled ( plugin: String, enabled: bool )

Sets the enabled status of a plugin. The plugin name is the same as its directory name.


void stop_playing_scene ( )

Stops the scene that is currently playing.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。