godot/doc/classes/EditorPlugin.xml

798 lines
32 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorPlugin" inherits="Node" version="4.0">
<brief_description>
Used by the editor to extend its functionality.
</brief_description>
<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. See also [EditorScript] to add functions to the editor.
</description>
<tutorials>
<link title="Editor plugins tutorial index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
</tutorials>
<methods>
<method name="_apply_changes" qualifiers="virtual">
<return type="void">
</return>
<description>
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.
</description>
</method>
<method name="_build" qualifiers="virtual">
<return type="bool">
</return>
<description>
This method is called when the editor is about to run the project. The plugin can then perform required operations before the project runs.
This method must return a boolean. If this method returns [code]false[/code], the project will not run. The run is aborted immediately, so this also prevents all other plugins' [method _build] methods from running.
</description>
</method>
<method name="_clear" qualifiers="virtual">
<return type="void">
</return>
<description>
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.
</description>
</method>
<method name="_disable_plugin" qualifiers="virtual">
<return type="void">
</return>
<description>
Called by the engine when the user disables the [EditorPlugin] in the Plugin tab of the project settings window.
</description>
</method>
<method name="_edit" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="object" type="Object">
</argument>
<description>
This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
</description>
</method>
<method name="_enable_plugin" qualifiers="virtual">
<return type="void">
</return>
<description>
Called by the engine when the user enables the [EditorPlugin] in the Plugin tab of the project settings window.
</description>
</method>
<method name="_forward_canvas_draw_over_viewport" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="overlay" type="Control">
</argument>
<description>
Called by the engine when the 2D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
[codeblocks]
[gdscript]
func _forward_canvas_draw_over_viewport(overlay):
# Draw a circle at cursor position.
overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.white)
func _forward_canvas_gui_input(event):
if event is InputEventMouseMotion:
# Redraw viewport when cursor is moved.
update_overlays()
return true
return false
[/gdscript]
[csharp]
public override void ForwardCanvasDrawOverViewport(Godot.Control overlay)
{
// Draw a circle at cursor position.
overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White);
}
public override bool ForwardCanvasGuiInput(InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
// Redraw viewport when cursor is moved.
UpdateOverlays();
return true;
}
return false;
[/csharp]
[/codeblocks]
</description>
</method>
<method name="_forward_canvas_force_draw_over_viewport" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="overlay" type="Control">
</argument>
<description>
This method is the same as [method _forward_canvas_draw_over_viewport], except it draws on top of everything. Useful when you need an extra layer that shows over anything else.
You need to enable calling of this method by using [method set_force_draw_over_forwarding_enabled].
</description>
</method>
<method name="_forward_canvas_gui_input" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example:
[codeblocks]
[gdscript]
# Prevents the InputEvent to reach other Editor classes
func _forward_canvas_gui_input(event):
return true
[/gdscript]
[csharp]
// Prevents the InputEvent to reach other Editor classes
public override bool ForwardCanvasGuiInput(InputEvent @event)
{
return true;
}
[/csharp]
[/codeblocks]
Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
[codeblocks]
[gdscript]
# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_canvas_gui_input(event):
return event is InputEventMouseMotion
[/gdscript]
[csharp]
// Consumes InputEventMouseMotion and forwards other InputEvent types.
public override bool ForwardCanvasGuiInput(InputEvent @event)
{
return @event is InputEventMouseMotion;
}
[/csharp]
[/codeblocks]
</description>
</method>
<method name="_forward_spatial_draw_over_viewport" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="overlay" type="Control">
</argument>
<description>
Called by the engine when the 3D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
[codeblocks]
[gdscript]
func _forward_spatial_draw_over_viewport(overlay):
# Draw a circle at cursor position.
overlay.draw_circle(overlay.get_local_mouse_position(), 64)
func _forward_spatial_gui_input(camera, event):
if event is InputEventMouseMotion:
# Redraw viewport when cursor is moved.
update_overlays()
return true
return false
[/gdscript]
[csharp]
public override void ForwardSpatialDrawOverViewport(Godot.Control overlay)
{
// Draw a circle at cursor position.
overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White);
}
public override bool ForwardSpatialGuiInput(Godot.Camera3D camera, InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
// Redraw viewport when cursor is moved.
UpdateOverlays();
return true;
}
return false;
[/csharp]
[/codeblocks]
</description>
</method>
<method name="_forward_spatial_force_draw_over_viewport" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="overlay" type="Control">
</argument>
<description>
This method is the same as [method _forward_spatial_draw_over_viewport], except it draws on top of everything. Useful when you need an extra layer that shows over anything else.
You need to enable calling of this method by using [method set_force_draw_over_forwarding_enabled].
</description>
</method>
<method name="_forward_spatial_gui_input" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="camera" type="Camera3D">
</argument>
<argument index="1" name="event" type="InputEvent">
</argument>
<description>
Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example:
[codeblocks]
[gdscript]
# Prevents the InputEvent to reach other Editor classes.
func _forward_spatial_gui_input(camera, event):
return true
[/gdscript]
[csharp]
// Prevents the InputEvent to reach other Editor classes.
public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event)
{
return true;
}
[/csharp]
[/codeblocks]
Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
[codeblocks]
[gdscript]
# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_spatial_gui_input(camera, event):
return event is InputEventMouseMotion
[/gdscript]
[csharp]
// Consumes InputEventMouseMotion and forwards other InputEvent types.
public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event)
{
return @event is InputEventMouseMotion;
}
[/csharp]
[/codeblocks]
</description>
</method>
<method name="_get_breakpoints" qualifiers="virtual">
<return type="PackedStringArray">
</return>
<description>
This is for editors that edit script-based objects. You can return a list of breakpoints in the format ([code]script:line[/code]), for example: [code]res://path_to_script.gd:25[/code].
</description>
</method>
<method name="_get_plugin_icon" qualifiers="virtual">
<return type="Texture2D">
</return>
<description>
Override this method in your plugin to return a [Texture2D] in order to give it an icon.
For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
Ideally, the plugin icon should be white with a transparent background and 16x16 pixels in size.
[codeblocks]
[gdscript]
func _get_plugin_icon():
# You can use a custom icon:
return preload("res://addons/my_plugin/my_plugin_icon.svg")
# Or use a built-in icon:
return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")
[/gdscript]
[csharp]
public override Texture2D GetPluginIcon()
{
// You can use a custom icon:
return ResourceLoader.Load&lt;Texture2D&gt;("res://addons/my_plugin/my_plugin_icon.svg");
// Or use a built-in icon:
return GetEditorInterface().GetBaseControl().GetIcon("Node", "EditorIcons");
}
[/csharp]
[/codeblocks]
</description>
</method>
<method name="_get_plugin_name" qualifiers="virtual">
<return type="String">
</return>
<description>
Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor.
For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
</description>
</method>
<method name="_get_state" qualifiers="virtual">
<return type="Dictionary">
</return>
<description>
Gets 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).
</description>
</method>
<method name="_get_window_layout" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="layout" type="ConfigFile">
</argument>
<description>
Gets the GUI layout of the plugin. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed(For example changing the position of a dock).
</description>
</method>
<method name="_handles" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="object" type="Object">
</argument>
<description>
Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method _edit] and [method _make_visible] called when the editor requests them. If you have declared the methods [method _forward_canvas_gui_input] and [method _forward_spatial_gui_input] these will be called too.
</description>
</method>
<method name="_has_main_screen" qualifiers="virtual">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and [b]AssetLib[/b]).
</description>
</method>
<method name="_make_visible" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="visible" type="bool">
</argument>
<description>
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.
</description>
</method>
<method name="_save_external_data" qualifiers="virtual">
<return type="void">
</return>
<description>
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.
</description>
</method>
<method name="_set_state" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="state" type="Dictionary">
</argument>
<description>
Restore the state saved by [method _get_state].
</description>
</method>
<method name="_set_window_layout" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="layout" type="ConfigFile">
</argument>
<description>
Restore the plugin GUI layout saved by [method _get_window_layout].
</description>
</method>
<method name="add_autoload_singleton">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="path" type="String">
</argument>
<description>
Adds a script at [code]path[/code] to the Autoload list as [code]name[/code].
</description>
</method>
<method name="add_control_to_bottom_panel">
<return type="Button">
</return>
<argument index="0" name="control" type="Control">
</argument>
<argument index="1" name="title" type="String">
</argument>
<description>
Adds 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. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [method Node.queue_free].
</description>
</method>
<method name="add_control_to_container">
<return type="void">
</return>
<argument index="0" name="container" type="int" enum="EditorPlugin.CustomControlContainer">
</argument>
<argument index="1" name="control" type="Control">
</argument>
<description>
Adds a custom control to a container (see [enum CustomControlContainer]). 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).
When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_container] and free it with [method Node.queue_free].
</description>
</method>
<method name="add_control_to_dock">
<return type="void">
</return>
<argument index="0" name="slot" type="int" enum="EditorPlugin.DockSlot">
</argument>
<argument index="1" name="control" type="Control">
</argument>
<description>
Adds the control to a specific dock slot (see [enum DockSlot] 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.
When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_docks] and free it with [method Node.queue_free].
</description>
</method>
<method name="add_custom_type">
<return type="void">
</return>
<argument index="0" name="type" type="String">
</argument>
<argument index="1" name="base" type="String">
</argument>
<argument index="2" name="script" type="Script">
</argument>
<argument index="3" name="icon" type="Texture2D">
</argument>
<description>
Adds 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 instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.
You can use the virtual method [method _handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword.
During run-time, this will be a simple object with a script so this function does not need to be called then.
</description>
</method>
<method name="add_debugger_plugin">
<return type="void">
</return>
<argument index="0" name="script" type="Script">
</argument>
<description>
Adds a [Script] as debugger plugin to the Debugger. The script must extend [EditorDebuggerPlugin].
</description>
</method>
<method name="add_export_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorExportPlugin">
</argument>
<description>
Registers a new [EditorExportPlugin]. Export plugins are used to perform tasks when the project is being exported.
See [method add_inspector_plugin] for an example of how to register a plugin.
</description>
</method>
<method name="add_import_plugin">
<return type="void">
</return>
<argument index="0" name="importer" type="EditorImportPlugin">
</argument>
<description>
Registers a new [EditorImportPlugin]. Import plugins are used to import custom and unsupported assets as a custom [Resource] type.
[b]Note:[/b] If you want to import custom 3D asset formats use [method add_scene_import_plugin] instead.
See [method add_inspector_plugin] for an example of how to register a plugin.
</description>
</method>
<method name="add_inspector_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorInspectorPlugin">
</argument>
<description>
Registers a new [EditorInspectorPlugin]. Inspector plugins are used to extend [EditorInspector] and provide custom configuration tools for your object's properties.
[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to prevent leaks and an unexpected behavior.
[codeblocks]
[gdscript]
const MyInspectorPlugin = preload("res://addons/your_addon/path/to/your/script.gd")
var inspector_plugin = MyInspectorPlugin.new()
func _enter_tree():
add_inspector_plugin(inspector_plugin)
func _exit_tree():
remove_inspector_plugin(inspector_plugin)
[/gdscript]
[/codeblocks]
</description>
</method>
<method name="add_scene_import_plugin">
<return type="void">
</return>
<argument index="0" name="scene_importer" type="EditorSceneImporter">
</argument>
<description>
Registers a new [EditorSceneImporter]. Scene importers are used to import custom 3D asset formats as scenes.
</description>
</method>
<method name="add_spatial_gizmo_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorNode3DGizmoPlugin">
</argument>
<description>
Registers a new [EditorNode3DGizmoPlugin]. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a [Node3D].
See [method add_inspector_plugin] for an example of how to register a plugin.
</description>
</method>
<method name="add_tool_menu_item">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="callable" type="Callable">
</argument>
<description>
Adds a custom menu item to [b]Project &gt; Tools[/b] named [code]name[/code]. When clicked, the provided [code]callable[/code] will be called.
</description>
</method>
<method name="add_tool_submenu_item">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="submenu" type="Object">
</argument>
<description>
Adds a custom submenu under [b]Project &gt; Tools &gt;[/b] [code]name[/code]. [code]submenu[/code] should be an object of class [PopupMenu]. Use [code]remove_tool_menu_item(name)[/code] on plugin clean up to remove the menu.
</description>
</method>
<method name="add_translation_parser_plugin">
<return type="void">
</return>
<argument index="0" name="parser" type="EditorTranslationParserPlugin">
</argument>
<description>
Registers a custom translation parser plugin for extracting translatable strings from custom files.
</description>
</method>
<method name="add_undo_redo_inspector_hook_callback">
<return type="void">
</return>
<argument index="0" name="callable" type="Callable">
</argument>
<description>
Hooks a callback into the undo/redo action creation when a property is modified in the inspector. This allows, for example, to save other properties that may be lost when a given property is modified.
The callback should have 4 arguments: [Object] [code]undo_redo[/code], [Object] [code]modified_object[/code], [String] [code]property[/code] and [Variant] [code]new_value[/code]. They are, respectively, the [UndoRedo] object used by the inspector, the currently modified object, the name of the modified property and the new value the property is about to take.
</description>
</method>
<method name="get_editor_interface">
<return type="EditorInterface">
</return>
<description>
Returns the [EditorInterface] object that gives you control over Godot editor's window and its functionalities.
</description>
</method>
<method name="get_script_create_dialog">
<return type="ScriptCreateDialog">
</return>
<description>
Gets the Editor's dialogue used for making scripts.
[b]Note:[/b] Users can configure it before use.
</description>
</method>
<method name="get_undo_redo">
<return type="UndoRedo">
</return>
<description>
Gets 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.
</description>
</method>
<method name="hide_bottom_panel">
<return type="void">
</return>
<description>
Minimizes the bottom panel.
</description>
</method>
<method name="make_bottom_panel_item_visible">
<return type="void">
</return>
<argument index="0" name="item" type="Control">
</argument>
<description>
Makes a specific item in the bottom panel visible.
</description>
</method>
<method name="queue_save_layout">
<return type="void">
</return>
<description>
Queue save the project's editor layout.
</description>
</method>
<method name="remove_autoload_singleton">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Removes an Autoload [code]name[/code] from the list.
</description>
</method>
<method name="remove_control_from_bottom_panel">
<return type="void">
</return>
<argument index="0" name="control" type="Control">
</argument>
<description>
Removes the control from the bottom panel. You have to manually [method Node.queue_free] the control.
</description>
</method>
<method name="remove_control_from_container">
<return type="void">
</return>
<argument index="0" name="container" type="int" enum="EditorPlugin.CustomControlContainer">
</argument>
<argument index="1" name="control" type="Control">
</argument>
<description>
Removes the control from the specified container. You have to manually [method Node.queue_free] the control.
</description>
</method>
<method name="remove_control_from_docks">
<return type="void">
</return>
<argument index="0" name="control" type="Control">
</argument>
<description>
Removes the control from the dock. You have to manually [method Node.queue_free] the control.
</description>
</method>
<method name="remove_custom_type">
<return type="void">
</return>
<argument index="0" name="type" type="String">
</argument>
<description>
Removes a custom type added by [method add_custom_type].
</description>
</method>
<method name="remove_debugger_plugin">
<return type="void">
</return>
<argument index="0" name="script" type="Script">
</argument>
<description>
Removes the debugger plugin with given script from the Debugger.
</description>
</method>
<method name="remove_export_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorExportPlugin">
</argument>
<description>
Removes an export plugin registered by [method add_export_plugin].
</description>
</method>
<method name="remove_import_plugin">
<return type="void">
</return>
<argument index="0" name="importer" type="EditorImportPlugin">
</argument>
<description>
Removes an import plugin registered by [method add_import_plugin].
</description>
</method>
<method name="remove_inspector_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorInspectorPlugin">
</argument>
<description>
Removes an inspector plugin registered by [method add_import_plugin]
</description>
</method>
<method name="remove_scene_import_plugin">
<return type="void">
</return>
<argument index="0" name="scene_importer" type="EditorSceneImporter">
</argument>
<description>
Removes a scene importer registered by [method add_scene_import_plugin].
</description>
</method>
<method name="remove_spatial_gizmo_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorNode3DGizmoPlugin">
</argument>
<description>
Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin].
</description>
</method>
<method name="remove_tool_menu_item">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Removes a menu [code]name[/code] from [b]Project &gt; Tools[/b].
</description>
</method>
<method name="remove_translation_parser_plugin">
<return type="void">
</return>
<argument index="0" name="parser" type="EditorTranslationParserPlugin">
</argument>
<description>
Removes a custom translation parser plugin registered by [method add_translation_parser_plugin].
</description>
</method>
<method name="remove_undo_redo_inspector_hook_callback">
<return type="void">
</return>
<argument index="0" name="callable" type="Callable">
</argument>
<description>
Removes a callback previsously added by [method add_undo_redo_inspector_hook_callback].
</description>
</method>
<method name="set_force_draw_over_forwarding_enabled">
<return type="void">
</return>
<description>
Enables calling of [method _forward_canvas_force_draw_over_viewport] for the 2D editor and [method _forward_spatial_force_draw_over_viewport] for the 3D editor when their viewports are updated. You need to call this method only once and it will work permanently for this plugin.
</description>
</method>
<method name="set_input_event_forwarding_always_enabled">
<return type="void">
</return>
<description>
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.
</description>
</method>
<method name="update_overlays" qualifiers="const">
<return type="int">
</return>
<description>
Updates the overlays of the 2D and 3D editor viewport. Causes methods [method _forward_canvas_draw_over_viewport], [method _forward_canvas_force_draw_over_viewport], [method _forward_spatial_draw_over_viewport] and [method _forward_spatial_force_draw_over_viewport] to be called.
</description>
</method>
</methods>
<signals>
<signal name="main_screen_changed">
<argument index="0" name="screen_name" type="String">
</argument>
<description>
Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins.
</description>
</signal>
<signal name="project_settings_changed">
<description>
</description>
</signal>
<signal name="resource_saved">
<argument index="0" name="resource" type="Resource">
</argument>
<description>
</description>
</signal>
<signal name="scene_changed">
<argument index="0" name="scene_root" type="Node">
</argument>
<description>
Emitted when the scene is changed in the editor. The argument will return the root node of the scene that has just become active. If this scene is new and empty, the argument will be [code]null[/code].
</description>
</signal>
<signal name="scene_closed">
<argument index="0" name="filepath" type="String">
</argument>
<description>
Emitted when user closes a scene. The argument is file path to a closed scene.
</description>
</signal>
</signals>
<constants>
<constant name="CONTAINER_TOOLBAR" value="0" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_MENU" value="1" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_SIDE_LEFT" value="2" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT" value="3" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_SPATIAL_EDITOR_BOTTOM" value="4" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_MENU" value="5" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_SIDE_LEFT" value="6" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_SIDE_RIGHT" value="7" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_CANVAS_EDITOR_BOTTOM" value="8" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_PROPERTY_EDITOR_BOTTOM" value="9" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_PROJECT_SETTING_TAB_LEFT" value="10" enum="CustomControlContainer">
</constant>
<constant name="CONTAINER_PROJECT_SETTING_TAB_RIGHT" value="11" enum="CustomControlContainer">
</constant>
<constant name="DOCK_SLOT_LEFT_UL" value="0" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_LEFT_BL" value="1" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_LEFT_UR" value="2" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_LEFT_BR" value="3" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_RIGHT_UL" value="4" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_RIGHT_BL" value="5" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_RIGHT_UR" value="6" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_RIGHT_BR" value="7" enum="DockSlot">
</constant>
<constant name="DOCK_SLOT_MAX" value="8" enum="DockSlot">
Represents the size of the [enum DockSlot] enum.
</constant>
</constants>
</class>