summaryrefslogtreecommitdiff
path: root/doc/classes/EditorPlugin.xml
blob: 829563c8ace920f6e9800b0a2afd2369b5b592ca (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorPlugin" inherits="Node" category="Core" version="3.2">
	<brief_description>
		Used by the editor to extend its functionality.
	</brief_description>
	<description>
		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. Also see [EditorScript] to add functions to the editor.
	</description>
	<tutorials>
		<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
	</tutorials>
	<methods>
		<method name="add_autoload_singleton">
			<return type="void">
			</return>
			<argument index="0" name="name" type="String">
			</argument>
			<argument index="1" name="path" type="String">
			</argument>
			<description>
				Add a script at [code]path[/code] to the Autoload list as [code]name[/code].
			</description>
		</method>
		<method name="add_control_to_bottom_panel">
			<return type="ToolButton">
			</return>
			<argument index="0" name="control" type="Control">
			</argument>
			<argument index="1" name="title" type="String">
			</argument>
			<description>
				Add a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [code]queue_free()[/code].
			</description>
		</method>
		<method name="add_control_to_container">
			<return type="void">
			</return>
			<argument index="0" name="container" type="int" enum="EditorPlugin.CustomControlContainer">
			</argument>
			<argument index="1" name="control" type="Control">
			</argument>
			<description>
				Add a custom control to a container (see CONTAINER_* enum). There are many locations where custom controls can be added in the editor UI.
				Please remember that you have to manage the visibility of your custom controls yourself (and likely hide it after adding it).
				When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_container] and free it with [code]queue_free()[/code].
			</description>
		</method>
		<method name="add_control_to_dock">
			<return type="void">
			</return>
			<argument index="0" name="slot" type="int" enum="EditorPlugin.DockSlot">
			</argument>
			<argument index="1" name="control" type="Control">
			</argument>
			<description>
				Add the control to a specific dock slot (see DOCK_* enum for options).
				If the dock is repositioned and as long as the plugin is active, the editor will save the dock position on further sessions.
				When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_docks] and free it with [code]queue_free()[/code].
			</description>
		</method>
		<method name="add_custom_type">
			<return type="void">
			</return>
			<argument index="0" name="type" type="String">
			</argument>
			<argument index="1" name="base" type="String">
			</argument>
			<argument index="2" name="script" type="Script">
			</argument>
			<argument index="3" name="icon" type="Texture">
			</argument>
			<description>
				Add a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.
				When given node or resource is selected, the base type will be instanced (ie, "Spatial", "Control", "Resource"), then the script will be loaded and set to this object.
				You can use the virtual method [method handles] to check if your custom object is being edited by checking the script or using 'is' keyword.
				During run-time, this will be a simple object with a script so this function does not need to be called then.
			</description>
		</method>
		<method name="add_export_plugin">
			<return type="void">
			</return>
			<argument index="0" name="plugin" type="EditorExportPlugin">
			</argument>
			<description>
			</description>
		</method>
		<method name="add_import_plugin">
			<return type="void">
			</return>
			<argument index="0" name="importer" type="EditorImportPlugin">
			</argument>
			<description>
			</description>
		</method>
		<method name="add_inspector_plugin">
			<return type="void">
			</return>
			<argument index="0" name="plugin" type="EditorInspectorPlugin">
			</argument>
			<description>
			</description>
		</method>
		<method name="add_scene_import_plugin">
			<return type="void">
			</return>
			<argument index="0" name="scene_importer" type="EditorSceneImporter">
			</argument>
			<description>
			</description>
		</method>
		<method name="add_spatial_gizmo_plugin">
			<return type="void">
			</return>
			<argument index="0" name="plugin" type="EditorSpatialGizmoPlugin">
			</argument>
			<description>
			</description>
		</method>
		<method name="add_tool_menu_item">
			<return type="void">
			</return>
			<argument index="0" name="name" type="String">
			</argument>
			<argument index="1" name="handler" type="Object">
			</argument>
			<argument index="2" name="callback" type="String">
			</argument>
			<argument index="3" name="ud" type="Variant" default="null">
			</argument>
			<description>
				Add a custom menu to 'Project &gt; Tools' as [code]name[/code] that calls [code]callback[/code] on an instance of [code]handler[/code] with a parameter [code]ud[/code] when user activates it.
			</description>
		</method>
		<method name="add_tool_submenu_item">
			<return type="void">
			</return>
			<argument index="0" name="name" type="String">
			</argument>
			<argument index="1" name="submenu" type="Object">
			</argument>
			<description>
				Like [method add_tool_menu_item] but adds the [code]submenu[/code] item inside the [code]name[/code] menu.
			</description>
		</method>
		<method name="apply_changes" qualifiers="virtual">
			<return type="void">
			</return>
			<description>
				This method is called when the editor is about to save the project, switch to another tab, etc. It asks the plugin to apply any pending state changes to ensure consistency.
				This is used, for example, in shader editors to let the plugin know that it must apply the shader code being written by the user to the object.
			</description>
		</method>
		<method name="build" qualifiers="virtual">
			<return type="bool">
			</return>
			<description>
			</description>
		</method>
		<method name="clear" qualifiers="virtual">
			<return type="void">
			</return>
			<description>
				Clear all the state and reset the object being edited to zero. This ensures your plugin does not keep editing a currently existing node, or a node from the wrong scene.
			</description>
		</method>
		<method name="disable_plugin" qualifiers="virtual">
			<return type="void">
			</return>
			<description>
			</description>
		</method>
		<method name="edit" qualifiers="virtual">
			<return type="void">
			</return>
			<argument index="0" name="object" type="Object">
			</argument>
			<description>
				This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
			</description>
		</method>
		<method name="enable_plugin" qualifiers="virtual">
			<return type="void">
			</return>
			<description>
			</description>
		</method>
		<method name="forward_canvas_draw_over_viewport" qualifiers="virtual">
			<return type="void">
			</return>
			<argument index="0" name="overlay" type="Control">
			</argument>
			<description>
				This method is called when there is an input event in the 2D viewport, e.g. the user clicks with the mouse in the 2D space (canvas GUI). Keep in mind that for this method to be called you have to first declare the virtual method [method handles] so the editor knows that you want to work with the workspace:
				[codeblock]
				func handles(object):
				    return true
				[/codeblock]
				Also note that the edited scene must have a root node.
			</description>
		</method>
		<method name="forward_canvas_force_draw_over_viewport" qualifiers="virtual">
			<return type="void">
			</return>
			<argument index="0" name="overlay" type="Control">
			</argument>
			<description>
			</description>
		</method>
		<method name="forward_canvas_gui_input" qualifiers="virtual">
			<return type="bool">
			</return>
			<argument index="0" name="event" type="InputEvent">
			</argument>
			<description>
			</description>
		</method>
		<method name="forward_spatial_gui_input" qualifiers="virtual">
			<return type="bool">
			</return>
			<argument index="0" name="camera" type="Camera">
			</argument>
			<argument index="1" name="event" type="InputEvent">
			</argument>
			<description>
				This method is called when there is an input event in the 3D viewport, e.g. the user clicks with the mouse in the 3D space (spatial GUI). Keep in mind that for this method to be called you have to first declare the virtual method [method handles] so the editor knows that you want to work with the workspace:
				[codeblock]
				func handles(object):
				    return true
				[/codeblock]
				Also note that the edited scene must have a root node.
			</description>
		</method>
		<method name="get_breakpoints" qualifiers="virtual">
			<return type="PoolStringArray">
			</return>
			<description>
				This is for editors that edit script based objects. You can return a list of breakpoints in the format (script:line), for example: res://path_to_script.gd:25
			</description>
		</method>
		<method name="get_editor_interface">
			<return type="EditorInterface">
			</return>
			<description>
				Return the [EditorInterface] object that gives you control over Godot editor's window and its functionalities.
			</description>
		</method>
		<method name="get_plugin_icon" qualifiers="virtual">
			<return type="Object">
			</return>
			<description>
			</description>
		</method>
		<method name="get_plugin_name" qualifiers="virtual">
			<return type="String">
			</return>
			<description>
			</description>
		</method>
		<method name="get_script_create_dialog">
			<return type="ScriptCreateDialog">
			</return>
			<description>
				Gets the Editor's dialogue used for making scripts. Note that users can configure it before use.
			</description>
		</method>
		<method name="get_state" qualifiers="virtual">
			<return type="Dictionary">
			</return>
			<description>
				Get the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns).
			</description>
		</method>
		<method name="get_undo_redo">
			<return type="UndoRedo">
			</return>
			<description>
				Get the undo/redo object. Most actions in the editor can be undoable, so use this object to make sure this happens when it's worth it.
			</description>
		</method>
		<method name="get_window_layout" qualifiers="virtual">
			<return type="void">
			</return>
			<argument index="0" name="layout" type="ConfigFile">
			</argument>
			<description>
				Get the GUI layout of the plugin. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed(For example changing the position of a dock).
			</description>
		</method>
		<method name="handles" qualifiers="virtual">
			<return type="bool">
			</return>
			<argument index="0" name="object" type="Object">
			</argument>
			<description>
				Implement this function if your plugin edits a specific type of object (Resource or Node). If you return true, then you will get the functions [method EditorPlugin.edit] and [method EditorPlugin.make_visible] called when the editor requests them. If you have declared the methods [method forward_canvas_gui_input] and [method forward_spatial_gui_input] these will be called too.
			</description>
		</method>
		<method name="has_main_screen" qualifiers="virtual">
			<return type="bool">
			</return>
			<description>
				Return true if this is a main screen editor plugin (it goes in the workspaces selector together with '2D', '3D', and 'Script').
			</description>
		</method>
		<method name="hide_bottom_panel">
			<return type="void">
			</return>
			<description>
			</description>
		</method>
		<method name="make_bottom_panel_item_visible">
			<return type="void">
			</return>
			<argument index="0" name="item" type="Control">
			</argument>
			<description>
			</description>
		</method>
		<method name="make_visible" qualifiers="virtual">
			<return type="void">
			</return>
			<argument index="0" name="visible" type="bool">
			</argument>
			<description>
				This function will be called when the editor is requested to become visible. It is used for plugins that edit a specific object type.
				Remember that you have to manage the visibility of all your editor controls manually.
			</description>
		</method>
		<method name="queue_save_layout" qualifiers="const">
			<return type="void">
			</return>
			<description>
				Queue save the project's editor layout.
			</description>
		</method>
		<method name="remove_autoload_singleton">
			<return type="void">
			</return>
			<argument index="0" name="name" type="String">
			</argument>
			<description>
				Remove an Autoload [code]name[/code] from the list.
			</description>
		</method>
		<method name="remove_control_from_bottom_panel">
			<return type="void">
			</return>
			<argument index="0" name="control" type="Control">
			</argument>
			<description>
				Remove the control from the bottom panel. You have to manually [code]queue_free()[/code] the control.
			</description>
		</method>
		<method name="remove_control_from_container">
			<return type="void">
			</return>
			<argument index="0" name="container" type="int" enum="EditorPlugin.CustomControlContainer">
			</argument>
			<argument index="1" name="control" type="Control">
			</argument>
			<description>
				Remove the control from the specified container. You have to manually [code]queue_free()[/code] the control.
			</description>
		</method>
		<method name="remove_control_from_docks">
			<return type="void">
			</return>
			<argument index="0" name="control" type="Control">
			</argument>
			<description>
				Remove the control from the dock. You have to manually [code]queue_free()[/code] the control.
			</description>
		</method>
		<method name="remove_custom_type">
			<return type="void">
			</return>
			<argument index="0" name="type" type="String">
			</argument>
			<description>
				Remove a custom type added by [method add_custom_type]
			</description>
		</method>
		<method name="remove_export_plugin">
			<return type="void">
			</return>
			<argument index="0" name="plugin" type="EditorExportPlugin">
			</argument>
			<description>
			</description>
		</method>
		<method name="remove_import_plugin">
			<return type="void">
			</return>
			<argument index="0" name="importer" type="EditorImportPlugin">
			</argument>
			<description>
			</description>
		</method>
		<method name="remove_inspector_plugin">
			<return type="void">
			</return>
			<argument index="0" name="plugin" type="EditorInspectorPlugin">
			</argument>
			<description>
			</description>
		</method>
		<method name="remove_scene_import_plugin">
			<return type="void">
			</return>
			<argument index="0" name="scene_importer" type="EditorSceneImporter">
			</argument>
			<description>
			</description>
		</method>
		<method name="remove_spatial_gizmo_plugin">
			<return type="void">
			</return>
			<argument index="0" name="plugin" type="EditorSpatialGizmoPlugin">
			</argument>
			<description>
			</description>
		</method>
		<method name="remove_tool_menu_item">
			<return type="void">
			</return>
			<argument index="0" name="name" type="String">
			</argument>
			<description>
				Removes a menu [code]name[/code] from 'Project &gt; Tools'.
			</description>
		</method>
		<method name="save_external_data" qualifiers="virtual">
			<return type="void">
			</return>
			<description>
				This method is called after the editor saves the project or when it's closed. It asks the plugin to save edited external scenes/resources.
			</description>
		</method>
		<method name="set_force_draw_over_forwarding_enabled">
			<return type="void">
			</return>
			<description>
			</description>
		</method>
		<method name="set_input_event_forwarding_always_enabled">
			<return type="void">
			</return>
			<description>
				Use this method if you always want to receive inputs from 3D view screen inside [method forward_spatial_gui_input]. It might be especially usable if your plugin will want to use raycast in the scene.
			</description>
		</method>
		<method name="set_state" qualifiers="virtual">
			<return type="void">
			</return>
			<argument index="0" name="state" type="Dictionary">
			</argument>
			<description>
				Restore the state saved by [method EditorPlugin.get_state].
			</description>
		</method>
		<method name="set_window_layout" qualifiers="virtual">
			<return type="void">
			</return>
			<argument index="0" name="layout" type="ConfigFile">
			</argument>
			<description>
				Restore the plugin GUI layout saved by [method EditorPlugin.get_window_layout].
			</description>
		</method>
		<method name="update_overlays" qualifiers="const">
			<return type="int">
			</return>
			<description>
			</description>
		</method>
	</methods>
	<signals>
		<signal name="main_screen_changed">
			<argument index="0" name="screen_name" type="String">
			</argument>
			<description>
				Emitted when user changes the workspace (2D, 3D, Script, AssetLib). Also works with custom screens defined by plugins.
			</description>
		</signal>
		<signal name="resource_saved">
			<argument index="0" name="resource" type="Resource">
			</argument>
			<description>
			</description>
		</signal>
		<signal name="scene_changed">
			<argument index="0" name="scene_root" type="Node">
			</argument>
			<description>
				Emitted when the scene is changed in the editor. The argument will return the root node of the scene that has just become active. If this scene is new and empty, the argument will be null.
			</description>
		</signal>
		<signal name="scene_closed">
			<argument index="0" name="filepath" type="String">
			</argument>
			<description>
				Emitted when user closes a scene. The argument is file path to a closed scene.
			</description>
		</signal>
	</signals>
	<constants>
		<constant name="CONTAINER_TOOLBAR" value="0" enum="CustomControlContainer">
		</constant>
		<constant name="CONTAINER_SPATIAL_EDITOR_MENU" value="1" enum="CustomControlContainer">
		</constant>
		<constant name="CONTAINER_SPATIAL_EDITOR_SIDE_LEFT" value="2" enum="CustomControlContainer">
		</constant>
		<constant name="CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT" value="3" enum="CustomControlContainer">
		</constant>
		<constant name="CONTAINER_SPATIAL_EDITOR_BOTTOM" value="4" enum="CustomControlContainer">
		</constant>
		<constant name="CONTAINER_CANVAS_EDITOR_MENU" value="5" enum="CustomControlContainer">
		</constant>
		<constant name="CONTAINER_CANVAS_EDITOR_SIDE_LEFT" value="6" enum="CustomControlContainer">
		</constant>
		<constant name="CONTAINER_CANVAS_EDITOR_SIDE_RIGHT" value="7" enum="CustomControlContainer">
		</constant>
		<constant name="CONTAINER_CANVAS_EDITOR_BOTTOM" value="8" enum="CustomControlContainer">
		</constant>
		<constant name="CONTAINER_PROPERTY_EDITOR_BOTTOM" value="9" enum="CustomControlContainer">
		</constant>
		<constant name="DOCK_SLOT_LEFT_UL" value="0" enum="DockSlot">
		</constant>
		<constant name="DOCK_SLOT_LEFT_BL" value="1" enum="DockSlot">
		</constant>
		<constant name="DOCK_SLOT_LEFT_UR" value="2" enum="DockSlot">
		</constant>
		<constant name="DOCK_SLOT_LEFT_BR" value="3" enum="DockSlot">
		</constant>
		<constant name="DOCK_SLOT_RIGHT_UL" value="4" enum="DockSlot">
		</constant>
		<constant name="DOCK_SLOT_RIGHT_BL" value="5" enum="DockSlot">
		</constant>
		<constant name="DOCK_SLOT_RIGHT_UR" value="6" enum="DockSlot">
		</constant>
		<constant name="DOCK_SLOT_RIGHT_BR" value="7" enum="DockSlot">
		</constant>
		<constant name="DOCK_SLOT_MAX" value="8" enum="DockSlot">
		</constant>
	</constants>
</class>