mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
0d2e02945b
* 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
287 lines
9.4 KiB
XML
287 lines
9.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorInterface" inherits="Node" version="4.0">
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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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</return>
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<argument index="0" name="node" type="Node">
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</argument>
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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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</return>
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<argument index="0" name="resource" type="Resource">
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</argument>
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<description>
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Edits the given [Resource].
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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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</return>
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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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</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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</return>
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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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</return>
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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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</return>
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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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</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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</return>
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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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</return>
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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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</return>
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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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</return>
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<description>
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Returns the editor's [FileSystemDock] instance.
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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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</return>
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<description>
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Returns the editor's [EditorInspector] instance.
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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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</return>
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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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</return>
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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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</return>
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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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</return>
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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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</return>
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<description>
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Returns the editor's [ScriptEditor] instance.
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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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</return>
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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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</return>
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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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</return>
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<argument index="0" name="object" type="Object">
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</argument>
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<argument index="1" name="for_property" type="String" default="""">
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</argument>
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<argument index="2" name="inspector_only" type="bool" default="false">
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</argument>
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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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</return>
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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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</return>
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<argument index="0" name="plugin" type="String">
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</argument>
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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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</return>
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<argument index="0" name="meshes" type="Array">
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</argument>
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<argument index="1" name="preview_size" type="int">
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</argument>
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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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</return>
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<argument index="0" name="scene_filepath" type="String">
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</argument>
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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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</return>
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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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</return>
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<argument index="0" name="scene_filepath" type="String">
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</argument>
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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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</return>
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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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</return>
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<argument index="0" name="scene_filepath" type="String">
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</argument>
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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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</return>
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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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</return>
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<argument index="0" name="path" type="String">
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</argument>
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<argument index="1" name="with_preview" type="bool" default="true">
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</argument>
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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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</return>
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<argument index="0" name="file" type="String">
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</argument>
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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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</return>
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<argument index="0" name="name" type="String">
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</argument>
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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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</return>
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<argument index="0" name="plugin" type="String">
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</argument>
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<argument index="1" name="enabled" type="bool">
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</argument>
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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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</return>
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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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<constants>
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</constants>
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</class>
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