godot/doc/classes/EditorInterface.xml
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorInterface" inherits="Node" version="4.0">
<brief_description>
Godot editor's interface.
</brief_description>
<description>
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.
[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorPlugin.get_editor_interface].
</description>
<tutorials>
</tutorials>
<methods>
<method name="edit_node">
<return type="void">
</return>
<argument index="0" name="node" type="Node">
</argument>
<description>
Edits the given [Node]. The node will be also selected if it's inside the scene tree.
</description>
</method>
<method name="edit_resource">
<return type="void">
</return>
<argument index="0" name="resource" type="Resource">
</argument>
<description>
Edits the given [Resource].
</description>
</method>
<method name="get_base_control">
<return type="Control">
</return>
<description>
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.
</description>
</method>
<method name="get_current_path" qualifiers="const">
<return type="String">
</return>
<description>
Returns the current path being viewed in the [FileSystemDock].
</description>
</method>
<method name="get_edited_scene_root">
<return type="Node">
</return>
<description>
Returns the edited (current) scene's root [Node].
</description>
</method>
<method name="get_editor_main_control">
<return type="Control">
</return>
<description>
Returns the main editor control. Use this as a parent for main screens.
[b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.
</description>
</method>
<method name="get_editor_paths">
<return type="EditorPaths">
</return>
<description>
</description>
</method>
<method name="get_editor_scale" qualifiers="const">
<return type="float">
</return>
<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>
<method name="get_editor_settings">
<return type="EditorSettings">
</return>
<description>
Returns the editor's [EditorSettings] instance.
</description>
</method>
<method name="get_file_system_dock">
<return type="FileSystemDock">
</return>
<description>
Returns the editor's [FileSystemDock] instance.
</description>
</method>
<method name="get_inspector" qualifiers="const">
<return type="EditorInspector">
</return>
<description>
Returns the editor's [EditorInspector] instance.
</description>
</method>
<method name="get_open_scenes" qualifiers="const">
<return type="Array">
</return>
<description>
Returns an [Array] with the file paths of the currently opened scenes.
</description>
</method>
<method name="get_playing_scene" qualifiers="const">
<return type="String">
</return>
<description>
Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.
</description>
</method>
<method name="get_resource_filesystem">
<return type="EditorFileSystem">
</return>
<description>
Returns the editor's [EditorFileSystem] instance.
</description>
</method>
<method name="get_resource_previewer">
<return type="EditorResourcePreview">
</return>
<description>
Returns the editor's [EditorResourcePreview] instance.
</description>
</method>
<method name="get_script_editor">
<return type="ScriptEditor">
</return>
<description>
Returns the editor's [ScriptEditor] instance.
</description>
</method>
<method name="get_selected_path" qualifiers="const">
<return type="String">
</return>
<description>
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.
</description>
</method>
<method name="get_selection">
<return type="EditorSelection">
</return>
<description>
Returns the editor's [EditorSelection] instance.
</description>
</method>
<method name="inspect_object">
<return type="void">
</return>
<argument index="0" name="object" type="Object">
</argument>
<argument index="1" name="for_property" type="String" default="&quot;&quot;">
</argument>
<argument index="2" name="inspector_only" type="bool" default="false">
</argument>
<description>
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].
</description>
</method>
<method name="is_playing_scene" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if a scene is currently being played, [code]false[/code] otherwise. Paused scenes are considered as being played.
</description>
</method>
<method name="is_plugin_enabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="plugin" type="String">
</argument>
<description>
Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. The plugin name is the same as its directory name.
</description>
</method>
<method name="make_mesh_previews">
<return type="Array">
</return>
<argument index="0" name="meshes" type="Array">
</argument>
<argument index="1" name="preview_size" type="int">
</argument>
<description>
Returns mesh previews rendered at the given size as an [Array] of [Texture2D]s.
</description>
</method>
<method name="open_scene_from_path">
<return type="void">
</return>
<argument index="0" name="scene_filepath" type="String">
</argument>
<description>
Opens the scene at the given path.
</description>
</method>
<method name="play_current_scene">
<return type="void">
</return>
<description>
Plays the currently active scene.
</description>
</method>
<method name="play_custom_scene">
<return type="void">
</return>
<argument index="0" name="scene_filepath" type="String">
</argument>
<description>
Plays the scene specified by its filepath.
</description>
</method>
<method name="play_main_scene">
<return type="void">
</return>
<description>
Plays the main scene.
</description>
</method>
<method name="reload_scene_from_path">
<return type="void">
</return>
<argument index="0" name="scene_filepath" type="String">
</argument>
<description>
Reloads the scene at the given path.
</description>
</method>
<method name="save_scene">
<return type="int" enum="Error">
</return>
<description>
Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/code] (see [@GlobalScope] constants).
</description>
</method>
<method name="save_scene_as">
<return type="void">
</return>
<argument index="0" name="path" type="String">
</argument>
<argument index="1" name="with_preview" type="bool" default="true">
</argument>
<description>
Saves the scene as a file at [code]path[/code].
</description>
</method>
<method name="select_file">
<return type="void">
</return>
<argument index="0" name="file" type="String">
</argument>
<description>
Selects the file, with the path provided by [code]file[/code], in the FileSystem dock.
</description>
</method>
<method name="set_main_screen_editor">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
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]).
</description>
</method>
<method name="set_plugin_enabled">
<return type="void">
</return>
<argument index="0" name="plugin" type="String">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Sets the enabled status of a plugin. The plugin name is the same as its directory name.
</description>
</method>
<method name="stop_playing_scene">
<return type="void">
</return>
<description>
Stops the scene that is currently playing.
</description>
</method>
</methods>
<members>
<member name="distraction_free_mode" type="bool" setter="set_distraction_free_mode" getter="is_distraction_free_mode_enabled">
If [code]true[/code], enables distraction-free mode which hides side docks to increase the space available for the main view.
</member>
</members>
<constants>
</constants>
</class>