2d20fc39aa
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
111 lines
2.9 KiB
XML
111 lines
2.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorFileSystem" inherits="Node" version="3.2">
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<brief_description>
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Resource filesystem, as the editor sees it.
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</brief_description>
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<description>
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This object holds information of all resources in the filesystem, their types, etc.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_file_type" qualifiers="const">
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<return type="String">
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</return>
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<argument index="0" name="path" type="String">
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</argument>
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<description>
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Gets the type of the file, given the full path.
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</description>
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</method>
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<method name="get_filesystem">
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<return type="EditorFileSystemDirectory">
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</return>
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<description>
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Gets the root directory object.
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</description>
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</method>
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<method name="get_filesystem_path">
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<return type="EditorFileSystemDirectory">
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</return>
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<argument index="0" name="path" type="String">
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</argument>
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<description>
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Returns a view into the filesystem at [code]path[/code].
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</description>
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</method>
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<method name="get_scanning_progress" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Returns the scan progress for 0 to 1 if the FS is being scanned.
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</description>
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</method>
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<method name="is_scanning" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] of the filesystem is being scanned.
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</description>
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</method>
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<method name="scan">
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<return type="void">
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</return>
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<description>
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Scan the filesystem for changes.
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</description>
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</method>
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<method name="scan_sources">
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<return type="void">
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</return>
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<description>
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Check if the source of any imported resource changed.
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</description>
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</method>
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<method name="update_file">
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<return type="void">
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</return>
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<argument index="0" name="path" type="String">
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</argument>
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<description>
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Update a file information. Call this if an external program (not Godot) modified the file.
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</description>
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</method>
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<method name="update_script_classes">
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<return type="void">
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</return>
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<description>
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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="filesystem_changed">
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<description>
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Emitted if the filesystem changed.
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</description>
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</signal>
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<signal name="resources_reimported">
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<argument index="0" name="resources" type="PoolStringArray">
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</argument>
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<description>
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Remitted if a resource is reimported.
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</description>
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</signal>
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<signal name="resources_reload">
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<argument index="0" name="resources" type="PoolStringArray">
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</argument>
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<description>
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</description>
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</signal>
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<signal name="sources_changed">
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<argument index="0" name="exist" type="bool">
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</argument>
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<description>
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Emitted if the source of any imported file changed.
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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