Godot editor's command palette.
Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through [b]Editor > Command Palette[/b] menu.
Command key names use slash delimiters to distinguish sections Example: [code]"example/command1"[/code] then [code]example[/code] will be the section name.
[codeblocks]
[gdscript]
var command_palette = get_editor_interface().get_command_palette()
# external_command is a function that will be called with the command is executed.
var command_callable = Callable(self, "external_command").bind(arguments)
command_palette.add_command("command", "test/command",command_callable)
[/gdscript]
[csharp]
EditorCommandPalette commandPalette = GetEditorInterface().GetCommandPalette();
// ExternalCommand is a function that will be called with the command is executed.
Callable commandCallable = new Callable(this, nameof(ExternalCommand));
commandPalette.AddCommand("command", "test/command", commandCallable)
[/csharp]
[/codeblocks]
[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_command_palette].
Adds a custom command to EditorCommandPalette.
- [code]command_name[/code]: [String] (Name of the [b]Command[/b]. This is displayed to the user.)
- [code]key_name[/code]: [String] (Name of the key for a particular [b]Command[/b]. This is used to uniquely identify the [b]Command[/b].)
- [code]binded_callable[/code]: [Callable] (Callable of the [b]Command[/b]. This will be executed when the [b]Command[/b] is selected.)
- [code]shortcut_text[/code]: [String] (Shortcut text of the [b]Command[/b] if available.)
Removes the custom command from EditorCommandPalette.
- [code]key_name[/code]: [String] (Name of the key for a particular [b]Command[/b].)