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-rw-r--r--doc/classes/EditorSettings.xml48
1 files changed, 37 insertions, 11 deletions
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index 0c6a2d61cd..6088ae7a43 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -7,15 +7,24 @@
Object that holds the project-independent editor settings. These settings are generally visible in the [b]Editor > Editor Settings[/b] menu.
Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Godot editor itself.
Accessing the settings can be done using the following methods, such as:
- [codeblock]
- # `settings.set("some/property", value)` also works as this class overrides `_set()` internally.
- settings.set_setting("some/property",value)
-
- # `settings.get("some/property", value)` also works as this class overrides `_get()` internally.
+ [codeblocks]
+ [gdscript]
+ var settings = EditorInterface.get_editor_settings()
+ # `settings.set("some/property", 10)` also works as this class overrides `_set()` internally.
+ settings.set_setting("some/property", 10)
+ # `settings.get("some/property")` also works as this class overrides `_get()` internally.
settings.get_setting("some/property")
-
var list_of_settings = settings.get_property_list()
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ EditorSettings settings = GetEditorInterface().GetEditorSettings();
+ // `settings.set("some/property", value)` also works as this class overrides `_set()` internally.
+ settings.SetSetting("some/property", Value);
+ // `settings.get("some/property", value)` also works as this class overrides `_get()` internally.
+ settings.GetSetting("some/property");
+ Godot.Collections.Array listOfSettings = settings.GetPropertyList();
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_editor_settings].
</description>
<tutorials>
@@ -32,8 +41,10 @@
- [code]type[/code]: [int] (see [enum Variant.Type])
- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String]
[b]Example:[/b]
- [codeblock]
- editor_settings.set("category/property_name", 0)
+ [codeblocks]
+ [gdscript]
+ var settings = EditorInterface.get_editor_settings()
+ settings.set("category/property_name", 0)
var property_info = {
"name": "category/property_name",
@@ -42,8 +53,23 @@
"hint_string": "one,two,three"
}
- editor_settings.add_property_info(property_info)
- [/codeblock]
+ settings.add_property_info(property_info)
+ [/gdscript]
+ [csharp]
+ var settings = GetEditorInterface().GetEditorSettings();
+ settings.Set("category/property_name", 0);
+
+ var propertyInfo = new Godot.Collections.Dictionary
+ {
+ {"name", "category/propertyName"},
+ {"type", Variant.Type.Int},
+ {"hint", PropertyHint.Enum},
+ {"hint_string", "one,two,three"}
+ };
+
+ settings.AddPropertyInfo(propertyInfo);
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="erase">