Merge pull request #9845 from kubecz3k/more-plugin-docs
documentation for EditorPlugin and ScriptEditor
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4fc60d4176
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@ -14114,6 +14114,8 @@
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<argument index="1" name="event" type="InputEvent">
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</argument>
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<description>
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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.
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If you would like to always gets those input events then additionally use [method set_input_forwarding_always_enabled].
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</description>
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</method>
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<method name="get_base_control">
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@ -14137,6 +14139,13 @@
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Get the general settings for the editor (the same window that appears in the Settings menu).
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</description>
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</method>
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<method name="get_edited_scene_root">
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<return type="Node">
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</return>
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<description>
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Returns root node of currently edited scene.
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</description>
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</method>
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<method name="get_editor_viewport">
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<return type="Control">
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</return>
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@ -14151,6 +14160,13 @@
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Get the name of the editor plugin. For main scren plugins this is what will appear in the selector (which by default is 2D, 3D, Script).
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</description>
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</method>
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<method name="get_open_scenes">
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<return type="Array">
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</return>
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<description>
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Will return an Array of Strings which represent file paths to currently open scenes.
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</description>
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</method>
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<method name="get_resource_filesystem">
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<return type="EditorFileSystem">
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</return>
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@ -14165,6 +14181,13 @@
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Get tool for generating resource previews.
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</description>
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</method>
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<method name="get_script_editor">
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<return type="ScriptEditor">
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</return>
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<description>
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Will return ScriptEditor object which contains informations about state of the scripts which are currently open by the editor.
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</description>
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</method>
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<method name="get_selection">
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<return type="EditorSelection">
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</return>
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@ -14289,6 +14312,7 @@
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</method>
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<method name="set_input_event_forwarding_always_enabled">
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<description>
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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.
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</description>
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</method>
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<method name="set_state" qualifiers="virtual">
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@ -14345,6 +14369,29 @@
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<constant name="DOCK_SLOT_MAX" value="8">
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</constant>
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</constants>
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<signals>
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<signal name="main_screen_changed">
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<argument index="0" name="screen_name" type="String">
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</argument>
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<description>
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Emitted when user change main screen view (2D, 3D, Script, AssetLib). Works also with screens which are defined by plugins.
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</description>
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</signal>
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<signal name="scene_changed">
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<argument index="0" name="scene_root" type="Node">
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</argument>
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<description>
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Emitted when user change scene. The argument is a root node of freshly opened scene.
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</description>
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</signal>
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<signal name="scene_closed">
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<argument index="0" name="filepath" type="String">
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</argument>
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<description>
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Emitted when user close scene. The argument is file path to a closed scene.
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</description>
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</signal>
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</signals>
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</class>
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<class name="EditorResourcePreview" inherits="Node" category="Core">
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<brief_description>
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@ -39989,6 +40036,44 @@
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<constants>
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</constants>
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</class>
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<class name="ScriptEditor" inherits="PanelContainer" category="Core">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<methods>
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<method name="get_current_script">
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<return type="Script">
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</return>
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<description>
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Returns a [Script] that is currently active in editor.
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</description>
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</method>
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<method name="get_open_scripts">
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<return type="Array">
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</return>
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<description>
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Returns an array with all [Script] objects which are currently open in editor.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="editor_script_changed">
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<argument index="0" name="script" type="Script">
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</argument>
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<description>
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Emitted when user changed active script. Argument is a freshly activated [Script].
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</description>
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</signal>
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<signal name="script_close">
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<argument index="0" name="script" type="Script">
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</argument>
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<description>
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Emitted when editor is about to close the active script. Argument is a [Script] that is going to be closed.
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</description>
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</signal>
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</signals>
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</class>
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<class name="SegmentShape2D" inherits="Shape2D" category="Core">
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<brief_description>
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Segment Shape for 2D Collision Detection.
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