godot/doc/classes/EditorFileSystem.xml
Rémi Verschelde f5836b40d4
doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.

(cherry picked from commit 7adf4cc9b5)
2021-08-03 10:20:19 +02:00

99 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorFileSystem" inherits="Node" version="3.4">
<brief_description>
Resource filesystem, as the editor sees it.
</brief_description>
<description>
This object holds information of all resources in the filesystem, their types, etc.
[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_resource_filesystem].
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_file_type" qualifiers="const">
<return type="String" />
<argument index="0" name="path" type="String" />
<description>
Gets the type of the file, given the full path.
</description>
</method>
<method name="get_filesystem">
<return type="EditorFileSystemDirectory" />
<description>
Gets the root directory object.
</description>
</method>
<method name="get_filesystem_path">
<return type="EditorFileSystemDirectory" />
<argument index="0" name="path" type="String" />
<description>
Returns a view into the filesystem at [code]path[/code].
</description>
</method>
<method name="get_scanning_progress" qualifiers="const">
<return type="float" />
<description>
Returns the scan progress for 0 to 1 if the FS is being scanned.
</description>
</method>
<method name="is_scanning" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] of the filesystem is being scanned.
</description>
</method>
<method name="scan">
<return type="void" />
<description>
Scan the filesystem for changes.
</description>
</method>
<method name="scan_sources">
<return type="void" />
<description>
Check if the source of any imported resource changed.
</description>
</method>
<method name="update_file">
<return type="void" />
<argument index="0" name="path" type="String" />
<description>
Update a file information. Call this if an external program (not Godot) modified the file.
</description>
</method>
<method name="update_script_classes">
<return type="void" />
<description>
Scans the script files and updates the list of custom class names.
</description>
</method>
</methods>
<signals>
<signal name="filesystem_changed">
<description>
Emitted if the filesystem changed.
</description>
</signal>
<signal name="resources_reimported">
<argument index="0" name="resources" type="PoolStringArray" />
<description>
Emitted if a resource is reimported.
</description>
</signal>
<signal name="resources_reload">
<argument index="0" name="resources" type="PoolStringArray" />
<description>
Emitted if at least one resource is reloaded when the filesystem is scanned.
</description>
</signal>
<signal name="sources_changed">
<argument index="0" name="exist" type="bool" />
<description>
Emitted if the source of any imported file changed.
</description>
</signal>
</signals>
<constants>
</constants>
</class>