EditorPlugin¶
Category: Core
Brief Description¶
Used by the editor to extend its functionality.
Member Functions¶
Signals¶
- main_screen_changed ( String screen_name )
Emitted when user change main screen view (2D, 3D, Script, AssetLib). Works also with screens which are defined by plugins.
- scene_changed ( Object scene_root )
Emitted when user change scene. The argument is a root node of freshly opened scene.
- scene_closed ( String filepath )
Emitted when user close scene. The argument is file path to a closed scene.
Numeric Constants¶
- CONTAINER_TOOLBAR = 0
- CONTAINER_SPATIAL_EDITOR_MENU = 1
- CONTAINER_SPATIAL_EDITOR_SIDE = 2
- CONTAINER_SPATIAL_EDITOR_BOTTOM = 3
- CONTAINER_CANVAS_EDITOR_MENU = 4
- CONTAINER_CANVAS_EDITOR_SIDE = 5
- CONTAINER_PROPERTY_EDITOR_BOTTOM = 7
- DOCK_SLOT_LEFT_UL = 0
- DOCK_SLOT_LEFT_BL = 1
- DOCK_SLOT_LEFT_UR = 2
- DOCK_SLOT_LEFT_BR = 3
- DOCK_SLOT_RIGHT_UL = 4
- DOCK_SLOT_RIGHT_BL = 5
- DOCK_SLOT_RIGHT_UR = 6
- DOCK_SLOT_RIGHT_BR = 7
- DOCK_SLOT_MAX = 8
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.
Member Function Description¶
- ToolButton add_control_to_bottom_panel ( Control control, String title )
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. If your plugin is being removed, also make sure to remove your control by calling remove_control_from_bottom_panel.
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).
If your plugin is being removed, also make sure to remove your custom controls too.
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.
If your plugin is being removed, also make sure to remove your control by calling remove_control_from_docks.
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 EditorPlugin.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.
- void add_import_plugin ( EditorImportPlugin importer )
- void apply_changes ( ) virtual
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.
- void clear ( ) virtual
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.
- EditorSpatialGizmo create_spatial_gizmo ( Spatial for_spatial ) virtual
This is used for plugins that create gizmos used by the spatial editor. Just check that the node passed in the “for_spatial” argument matches your plugin.
- void edit ( Object object ) virtual
This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
- void edit_resource ( Object arg0 )
Tells the editor to handle the edit of the given resource. For example, if you pass a script as argument, the editor will open the script editor.
- bool forward_canvas_gui_input ( Transform2D canvas_xform, InputEvent event ) virtual
- void forward_draw_over_canvas ( Transform2D canvas_xform, Control canvas ) virtual
This function is called every time the 2D canvas editor draws (which overlays over the edited scene). Drawing over the supplied control will draw over the edited scene. To convert from control coordinates to edited scene coordinates (including zoom and offset), a transform is also provided. If you require this control to be redraw, call update_canvas.
- bool forward_spatial_gui_input ( Camera camera, InputEvent event ) virtual
Implement this function if you are interested in 3D view screen input events. It will be called only if currently selected node is handled by your plugin.
If you would like to always gets those input events then additionally use set_input_forwarding_always_enabled.
- PoolStringArray get_breakpoints ( ) virtual
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
- EditorInterface get_editor_interface ( )
- Control get_editor_viewport ( )
Get the main editor control. Use this as a parent for main screens.
- String get_plugin_name ( ) virtual
- Dictionary get_state ( ) virtual
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).
- UndoRedo get_undo_redo ( )
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.
- void get_window_layout ( ConfigFile layout ) virtual
Get the GUI layout of the plugin. This is used to save the project’s editor layout when the EditorPlugin.queue_save_layout is called or the editor layout was changed(For example changing the position of a dock).
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 EditorPlugin.edit and EditorPlugin.make_visible called when the editor requests them.
- bool has_main_screen ( ) virtual
Return true if this is a main screen editor plugin (it goes in the main screen selector together with 2D, 3D, Script).
- void hide_bottom_panel ( )
- void make_bottom_panel_item_visible ( Control item )
- void make_visible ( bool visible ) virtual
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.
- void queue_save_layout ( ) const
Queue save the project’s editor layout.
- void remove_control_from_bottom_panel ( Control control )
Remove the control from the bottom panel. Don’t forget to call this if you added one, so the editor can remove it cleanly.
- void remove_control_from_docks ( Control control )
Remove the control from the dock. Don’t forget to call this if you added one, so the editor can save the layout and remove it cleanly.
- void remove_custom_type ( String type )
Remove a custom type added by EditorPlugin.add_custom_type
- void remove_import_plugin ( EditorImportPlugin importer )
- void save_external_data ( ) virtual
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.
- void set_state ( Dictionary state ) virtual
Restore the state saved by EditorPlugin.get_state.
- void set_window_layout ( ConfigFile layout ) virtual
Restore the plugin GUI layout saved by EditorPlugin.get_window_layout.
- void update_canvas ( )
Updates the control used to draw the edited scene over the 2D canvas. This is used together with forward_canvas_input_event.