EditorInterface
Inherits: Object
Godot editor’s interface.
Description
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.
Note: This class shouldn’t be instantiated directly. Instead, access the singleton directly by its name.
GDScriptC#
var editor_settings = EditorInterface.get_editor_settings()
// In C# you can access it via the static Singleton property.
EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
Properties
Methods
Property Descriptions
bool distraction_free_mode
If true
, enables distraction-free mode which hides side docks to increase the space available for the main view.
bool movie_maker_enabled
If true
, the Movie Maker mode is enabled in the editor. See MovieWriter for more information.
Method Descriptions
void edit_node ( Node node )
Edits the given Node. The node will be also selected if it’s inside the scene tree.
void edit_resource ( Resource resource )
Edits the given Resource. If the resource is a Script you can also edit it with edit_script to specify the line and column position.
void edit_script ( Script script, int line=-1, int column=0, bool grab_focus=true )
Edits the given Script. The line and column on which to open the script can also be specified. The script will be open with the user-configured editor for the script’s language which may be an external editor.
Control get_base_control ( ) const
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.
Warning: Removing and freeing this node will render the editor useless and may cause a crash.
EditorCommandPalette get_command_palette ( ) const
Returns the editor’s EditorCommandPalette instance.
Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.
String get_current_directory ( ) const
Returns the current directory being viewed in the FileSystemDock. If a file is selected, its base directory will be returned using String.get_base_dir instead.
String get_current_feature_profile ( ) const
Returns the name of the currently activated feature profile. If the default profile is currently active, an empty string is returned instead.
In order to get a reference to the EditorFeatureProfile, you must load the feature profile using EditorFeatureProfile.load_from_file.
Note: Feature profiles created via the user interface are loaded from the feature_profiles
directory, as a file with the .profile
extension. The editor configuration folder can be found by using EditorPaths.get_config_dir.
String get_current_path ( ) const
Returns the current path being viewed in the FileSystemDock.
Node get_edited_scene_root ( ) const
Returns the edited (current) scene’s root Node.
VBoxContainer get_editor_main_screen ( ) const
Returns the editor control responsible for main screen plugins and tools. Use it with plugins that implement EditorPlugin._has_main_screen.
Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.
EditorPaths get_editor_paths ( ) const
Returns the EditorPaths singleton.
float get_editor_scale ( ) const
Returns the actual scale of the editor UI (1.0
being 100% scale). This can be used to adjust position and dimensions of the UI added by plugins.
Note: This value is set via the interface/editor/display_scale
and interface/editor/custom_display_scale
editor settings. Editor must be restarted for changes to be properly applied.
EditorSettings get_editor_settings ( ) const
Returns the editor’s EditorSettings instance.
Theme get_editor_theme ( ) const
Returns the editor’s Theme.
Note: When creating custom editor UI, prefer accessing theme items directly from your GUI nodes using the get_theme_*
methods.
SubViewport get_editor_viewport_2d ( ) const
Returns the 2D editor SubViewport. It does not have a camera. Instead, the view transforms are done directly and can be accessed with Viewport.global_canvas_transform.
SubViewport get_editor_viewport_3d ( int idx=0 ) const
Returns the specified 3D editor SubViewport, from 0
to 3
. The viewport can be used to access the active editor cameras with Viewport.get_camera_3d.
FileSystemDock get_file_system_dock ( ) const
Returns the editor’s FileSystemDock instance.
Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.
EditorInspector get_inspector ( ) const
Returns the editor’s EditorInspector instance.
Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.
PackedStringArray get_open_scenes ( ) const
Returns an Array with the file paths of the currently opened scenes.
String get_playing_scene ( ) const
Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.
EditorFileSystem get_resource_filesystem ( ) const
Returns the editor’s EditorFileSystem instance.
EditorResourcePreview get_resource_previewer ( ) const
Returns the editor’s EditorResourcePreview instance.
ScriptEditor get_script_editor ( ) const
Returns the editor’s ScriptEditor instance.
Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.
PackedStringArray get_selected_paths ( ) const
Returns an array containing the paths of the currently selected files (and directories) in the FileSystemDock.
EditorSelection get_selection ( ) const
Returns the editor’s EditorSelection instance.
void inspect_object ( Object object, String for_property=””, bool inspector_only=false )
Shows the given property on the given object
in the editor’s Inspector dock. If inspector_only
is true
, plugins will not attempt to edit object
.
bool is_playing_scene ( ) const
Returns true
if a scene is currently being played, false
otherwise. Paused scenes are considered as being played.
bool is_plugin_enabled ( String plugin ) const
Returns true
if the specified plugin
is enabled. The plugin name is the same as its directory name.
Texture2D[] make_mesh_previews ( Mesh[] meshes, int preview_size )
Returns mesh previews rendered at the given size as an Array of Texture2Ds.
void mark_scene_as_unsaved ( )
Marks the current scene tab as unsaved.
void open_scene_from_path ( String scene_filepath )
Opens the scene at the given path.
void play_current_scene ( )
Plays the currently active scene.
void play_custom_scene ( String scene_filepath )
Plays the scene specified by its filepath.
void play_main_scene ( )
Plays the main scene.
void popup_dialog ( Window dialog, Rect2i rect=Rect2i(0, 0, 0, 0) )
Pops up the dialog
in the editor UI with Window.popup_exclusive. The dialog must have no current parent, otherwise the method fails.
See also Window.set_unparent_when_invisible.
void popup_dialog_centered ( Window dialog, Vector2i minsize=Vector2i(0, 0) )
Pops up the dialog
in the editor UI with Window.popup_exclusive_centered. The dialog must have no current parent, otherwise the method fails.
See also Window.set_unparent_when_invisible.
void popup_dialog_centered_clamped ( Window dialog, Vector2i minsize=Vector2i(0, 0), float fallback_ratio=0.75 )
Pops up the dialog
in the editor UI with Window.popup_exclusive_centered_clamped. The dialog must have no current parent, otherwise the method fails.
See also Window.set_unparent_when_invisible.
void popup_dialog_centered_ratio ( Window dialog, float ratio=0.8 )
Pops up the dialog
in the editor UI with Window.popup_exclusive_centered_ratio. The dialog must have no current parent, otherwise the method fails.
See also Window.set_unparent_when_invisible.
void reload_scene_from_path ( String scene_filepath )
Reloads the scene at the given path.
void restart_editor ( bool save=true )
Restarts the editor. This closes the editor and then opens the same project. If save
is true
, the project will be saved before restarting.
void save_all_scenes ( )
Saves all opened scenes in the editor.
Error save_scene ( )
Saves the currently active scene. Returns either @GlobalScope.OK or @GlobalScope.ERR_CANT_CREATE.
void save_scene_as ( String path, bool with_preview=true )
Saves the currently active scene as a file at path
.
void select_file ( String file )
Selects the file, with the path provided by file
, in the FileSystem dock.
void set_current_feature_profile ( String profile_name )
Selects and activates the specified feature profile with the given profile_name
. Set profile_name
to an empty string to reset to the default feature profile.
A feature profile can be created programmatically using the EditorFeatureProfile class.
Note: The feature profile that gets activated must be located in the feature_profiles
directory, as a file with the .profile
extension. If a profile could not be found, an error occurs. The editor configuration folder can be found by using EditorPaths.get_config_dir.
void set_main_screen_editor ( String name )
Sets the editor’s current main screen to the one specified in name
. name
must match the title of the tab in question exactly (e.g. 2D
, 3D
, Script
, or AssetLib
for default tabs).
void set_plugin_enabled ( String plugin, bool enabled )
Sets the enabled status of a plugin. The plugin name is the same as its directory name.
void stop_playing_scene ( )
Stops the scene that is currently playing.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
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