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-rw-r--r--doc/classes/EditorPlugin.xml50
1 files changed, 35 insertions, 15 deletions
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index b8436be76a..8df6d721d4 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -7,7 +7,7 @@
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 title="Editor plugins tutorial index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
+ <link title="Editor plugins documentation index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
</tutorials>
<methods>
<method name="_apply_changes" qualifiers="virtual">
@@ -96,7 +96,7 @@
</description>
</method>
<method name="_forward_3d_gui_input" qualifiers="virtual">
- <return type="bool" />
+ <return type="int" />
<argument index="0" name="viewport_camera" type="Camera3D" />
<argument index="1" name="event" type="InputEvent" />
<description>
@@ -105,13 +105,13 @@
[gdscript]
# Prevents the InputEvent to reach other Editor classes.
func _forward_3d_gui_input(camera, event):
- return true
+ return EditorPlugin.AFTER_GUI_INPUT_STOP
[/gdscript]
[csharp]
// Prevents the InputEvent to reach other Editor classes.
public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
{
- return true;
+ return EditorPlugin.AFTER_GUI_INPUT_STOP;
}
[/csharp]
[/codeblocks]
@@ -185,12 +185,12 @@
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:
[codeblocks]
[gdscript]
- # Prevents the InputEvent to reach other Editor classes
+ # Prevents the InputEvent to reach other Editor classes.
func _forward_canvas_gui_input(event):
return true
[/gdscript]
[csharp]
- // Prevents the InputEvent to reach other Editor classes
+ // Prevents the InputEvent to reach other Editor classes.
public override bool ForwardCanvasGuiInput(InputEvent @event)
{
return true;
@@ -202,13 +202,18 @@
[gdscript]
# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_canvas_gui_input(event):
- return event is InputEventMouseMotion
+ if (event is InputEventMouseMotion):
+ return true
+ return false
[/gdscript]
[csharp]
// Consumes InputEventMouseMotion and forwards other InputEvent types.
public override bool ForwardCanvasGuiInput(InputEvent @event)
{
- return @event is InputEventMouseMotion;
+ if (@event is InputEventMouseMotion) {
+ return true;
+ }
+ return false
}
[/csharp]
[/codeblocks]
@@ -376,7 +381,7 @@
<argument index="0" name="importer" type="EditorImportPlugin" />
<description>
Registers a new [EditorImportPlugin]. Import plugins are used to import custom and unsupported assets as a custom [Resource] type.
- [b]Note:[/b] If you want to import custom 3D asset formats use [method add_scene_import_plugin] instead.
+ [b]Note:[/b] If you want to import custom 3D asset formats use [method add_scene_format_importer_plugin] instead.
See [method add_inspector_plugin] for an example of how to register a plugin.
</description>
</method>
@@ -400,11 +405,18 @@
[/codeblocks]
</description>
</method>
- <method name="add_scene_import_plugin">
+ <method name="add_scene_format_importer_plugin">
+ <return type="void" />
+ <argument index="0" name="scene_format_importer" type="EditorSceneFormatImporter" />
+ <description>
+ Registers a new [EditorSceneFormatImporter]. Scene importers are used to import custom 3D asset formats as scenes.
+ </description>
+ </method>
+ <method name="add_scene_post_import_plugin">
<return type="void" />
- <argument index="0" name="scene_importer" type="EditorSceneImporter" />
+ <argument index="0" name="scene_import_plugin" type="EditorScenePostImportPlugin" />
<description>
- Registers a new [EditorSceneImporter]. Scene importers are used to import custom 3D asset formats as scenes.
+ Add a [EditorScenePostImportPlugin]. These plugins allow customizing the import process of 3D assets by adding new options to the import dialogs.
</description>
</method>
<method name="add_spatial_gizmo_plugin">
@@ -457,6 +469,7 @@
<description>
Gets the Editor's dialogue used for making scripts.
[b]Note:[/b] Users can configure it before use.
+ [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
</description>
</method>
<method name="get_undo_redo">
@@ -548,11 +561,18 @@
Removes an inspector plugin registered by [method add_import_plugin]
</description>
</method>
- <method name="remove_scene_import_plugin">
+ <method name="remove_scene_format_importer_plugin">
+ <return type="void" />
+ <argument index="0" name="scene_format_importer" type="EditorSceneFormatImporter" />
+ <description>
+ Removes a scene format importer registered by [method add_scene_format_importer_plugin].
+ </description>
+ </method>
+ <method name="remove_scene_post_import_plugin">
<return type="void" />
- <argument index="0" name="scene_importer" type="EditorSceneImporter" />
+ <argument index="0" name="scene_import_plugin" type="EditorScenePostImportPlugin" />
<description>
- Removes a scene importer registered by [method add_scene_import_plugin].
+ Remove the [EditorScenePostImportPlugin], added with [method add_scene_post_import_plugin].
</description>
</method>
<method name="remove_spatial_gizmo_plugin">