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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "EditorInterface" inherits= "Node" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Godot editor's interface.
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</brief_description>
<description >
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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.
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorPlugin.get_editor_interface].
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</description>
<tutorials >
</tutorials>
<methods >
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<method name= "edit_node" >
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<return type= "void" />
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<param index= "0" name= "node" type= "Node" />
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<description >
Edits the given [Node]. The node will be also selected if it's inside the scene tree.
</description>
</method>
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<method name= "edit_resource" >
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<return type= "void" />
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<param index= "0" name= "resource" type= "Resource" />
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<description >
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Edits the given [Resource]. If the resource is a [Script] you can also edit it with [method edit_script] to specify the line and column position.
</description>
</method>
<method name= "edit_script" >
<return type= "void" />
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<param index= "0" name= "script" type= "Script" />
<param index= "1" name= "line" type= "int" default= "-1" />
<param index= "2" name= "column" type= "int" default= "0" />
<param index= "3" name= "grab_focus" type= "bool" default= "true" />
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<description >
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.
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</description>
</method>
<method name= "get_base_control" >
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<return type= "Control" />
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<description >
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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.
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[b]Warning:[/b] Removing and freeing this node will render the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_command_palette" qualifiers= "const" >
<return type= "EditorCommandPalette" />
<description >
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Returns the editor's [EditorCommandPalette] instance.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_current_path" qualifiers= "const" >
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<return type= "String" />
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<description >
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Returns the current path being viewed in the [FileSystemDock].
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</description>
</method>
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<method name= "get_edited_scene_root" >
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<return type= "Node" />
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<description >
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Returns the edited (current) scene's root [Node].
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</description>
</method>
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<method name= "get_editor_main_control" >
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<return type= "Control" />
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<description >
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Returns the main editor control. Use this as a parent for main screens.
[b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_editor_paths" >
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<return type= "EditorPaths" />
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<description >
</description>
</method>
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<method name= "get_editor_scale" qualifiers= "const" >
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<return type= "float" />
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<description >
Returns the actual scale of the editor UI ([code]1.0[/code] being 100% scale). This can be used to adjust position and dimensions of the UI added by plugins.
[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/code] and [code]interface/editor/custom_display_scale[/code] editor settings. Editor must be restarted for changes to be properly applied.
</description>
</method>
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<method name= "get_editor_settings" >
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<return type= "EditorSettings" />
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<description >
Returns the editor's [EditorSettings] instance.
</description>
</method>
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<method name= "get_file_system_dock" >
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<return type= "FileSystemDock" />
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<description >
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Returns the editor's [FileSystemDock] instance.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_inspector" qualifiers= "const" >
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<return type= "EditorInspector" />
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<description >
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Returns the editor's [EditorInspector] instance.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_open_scenes" qualifiers= "const" >
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<return type= "PackedStringArray" />
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<description >
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Returns an [Array] with the file paths of the currently opened scenes.
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</description>
</method>
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<method name= "get_playing_scene" qualifiers= "const" >
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<return type= "String" />
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<description >
Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.
</description>
</method>
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<method name= "get_resource_filesystem" >
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<return type= "EditorFileSystem" />
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<description >
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Returns the editor's [EditorFileSystem] instance.
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</description>
</method>
<method name= "get_resource_previewer" >
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<return type= "EditorResourcePreview" />
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<description >
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Returns the editor's [EditorResourcePreview] instance.
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</description>
</method>
<method name= "get_script_editor" >
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<return type= "ScriptEditor" />
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<description >
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Returns the editor's [ScriptEditor] instance.
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[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
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</description>
</method>
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<method name= "get_selected_path" qualifiers= "const" >
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<return type= "String" />
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<description >
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Returns the path of the directory currently selected in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
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</description>
</method>
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<method name= "get_selection" >
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<return type= "EditorSelection" />
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<description >
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Returns the editor's [EditorSelection] instance.
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</description>
</method>
<method name= "inspect_object" >
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<return type= "void" />
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<param index= "0" name= "object" type= "Object" />
<param index= "1" name= "for_property" type= "String" default= """" />
<param index= "2" name= "inspector_only" type= "bool" default= "false" />
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<description >
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Shows the given property on the given [param object] in the editor's Inspector dock. If [param inspector_only] is [code]true[/code], plugins will not attempt to edit [param object].
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</description>
</method>
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<method name= "is_playing_scene" qualifiers= "const" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if a scene is currently being played, [code]false[/code] otherwise. Paused scenes are considered as being played.
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</description>
</method>
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<method name= "is_plugin_enabled" qualifiers= "const" >
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<return type= "bool" />
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<param index= "0" name= "plugin" type= "String" />
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<description >
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Returns [code]true[/code] if the specified [param plugin] is enabled. The plugin name is the same as its directory name.
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</description>
</method>
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<method name= "make_mesh_previews" >
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<return type= "Texture2D[]" />
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<param index= "0" name= "meshes" type= "Mesh[]" />
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<param index= "1" name= "preview_size" type= "int" />
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<description >
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Returns mesh previews rendered at the given size as an [Array] of [Texture2D]s.
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</description>
</method>
<method name= "open_scene_from_path" >
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<return type= "void" />
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<param index= "0" name= "scene_filepath" type= "String" />
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<description >
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Opens the scene at the given path.
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</description>
</method>
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<method name= "play_current_scene" >
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<return type= "void" />
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<description >
Plays the currently active scene.
</description>
</method>
<method name= "play_custom_scene" >
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<return type= "void" />
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<param index= "0" name= "scene_filepath" type= "String" />
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<description >
Plays the scene specified by its filepath.
</description>
</method>
<method name= "play_main_scene" >
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<return type= "void" />
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<description >
Plays the main scene.
</description>
</method>
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<method name= "reload_scene_from_path" >
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<return type= "void" />
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<param index= "0" name= "scene_filepath" type= "String" />
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<description >
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Reloads the scene at the given path.
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</description>
</method>
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<method name= "restart_editor" >
<return type= "void" />
<param index= "0" name= "save" type= "bool" default= "true" />
<description >
Restarts the editor. This closes the editor and then opens the same project. If [param save] is [code]true[/code], the project will be saved before restarting.
</description>
</method>
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<method name= "save_scene" >
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<return type= "int" enum= "Error" />
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<description >
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Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/code] (see [@GlobalScope] constants).
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</description>
</method>
<method name= "save_scene_as" >
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<return type= "void" />
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<param index= "0" name= "path" type= "String" />
<param index= "1" name= "with_preview" type= "bool" default= "true" />
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<description >
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Saves the scene as a file at [param path].
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</description>
</method>
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<method name= "select_file" >
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<return type= "void" />
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<param index= "0" name= "file" type= "String" />
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<description >
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Selects the file, with the path provided by [param file], in the FileSystem dock.
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</description>
</method>
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<method name= "set_main_screen_editor" >
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<return type= "void" />
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<param index= "0" name= "name" type= "String" />
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<description >
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Sets the editor's current main screen to the one specified in [param name]. [param name] must match the text of the tab in question exactly ([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/code]).
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</description>
</method>
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<method name= "set_plugin_enabled" >
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<return type= "void" />
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<param index= "0" name= "plugin" type= "String" />
<param index= "1" name= "enabled" type= "bool" />
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<description >
Sets the enabled status of a plugin. The plugin name is the same as its directory name.
</description>
</method>
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<method name= "stop_playing_scene" >
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<return type= "void" />
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<description >
Stops the scene that is currently playing.
</description>
</method>
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</methods>
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<members >
<member name= "distraction_free_mode" type= "bool" setter= "set_distraction_free_mode" getter= "is_distraction_free_mode_enabled" >
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If [code]true[/code], enables distraction-free mode which hides side docks to increase the space available for the main view.
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</member>
</members>
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</class>