Resource filesystem, as the editor sees it.
This object holds information of all resources in the filesystem, their types, etc.
Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_resource_filesystem.
String | get_file_type ( String path ) const |
EditorFileSystemDirectory | get_filesystem ( ) |
EditorFileSystemDirectory | get_filesystem_path ( String path ) |
float | get_scanning_progress ( ) const |
bool | is_scanning ( ) const |
void | scan ( ) |
void | scan_sources ( ) |
void | update_file ( String path ) |
void | update_script_classes ( ) |
Emitted if the filesystem changed.
Remitted if a resource is reimported.
Emitted if at least one resource is reloaded when the filesystem is scanned.
Emitted if the source of any imported file changed.
Gets the type of the file, given the full path.
Gets the root directory object.
Returns a view into the filesystem at path
.
Returns the scan progress for 0 to 1 if the FS is being scanned.
Returns true
of the filesystem is being scanned.
Scan the filesystem for changes.
Check if the source of any imported resource changed.
Update a file information. Call this if an external program (not Godot) modified the file.
Scans the script files and updates the list of custom class names.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_editorfilesystem.html