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/Godot 3.2

EditorInterface

Inherits: Node < Object

Godot editor's interface.

Description

EditorInterface gives you control over Godot editor's window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to EditorSettings, EditorFileSystem, EditorResourcePreview, ScriptEditor, the editor viewport, and information about scenes.

Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorPlugin.get_editor_interface.

Properties

bool distraction_free_mode

Methods

void edit_resource ( Resource resource )
Control get_base_control ( )
String get_current_path ( ) const
Node get_edited_scene_root ( )
EditorSettings get_editor_settings ( )
Control get_editor_viewport ( )
FileSystemDock get_file_system_dock ( )
EditorInspector get_inspector ( ) const
Array get_open_scenes ( ) const
String get_playing_scene ( ) const
EditorFileSystem get_resource_filesystem ( )
EditorResourcePreview get_resource_previewer ( )
ScriptEditor get_script_editor ( )
String get_selected_path ( ) const
EditorSelection get_selection ( )
void inspect_object ( Object object, String for_property="" )
bool is_playing_scene ( ) const
bool is_plugin_enabled ( String plugin ) const
Array make_mesh_previews ( Array meshes, int preview_size )
void open_scene_from_path ( String scene_filepath )
void play_current_scene ( )
void play_custom_scene ( String scene_filepath )
void play_main_scene ( )
void reload_scene_from_path ( String scene_filepath )
Error save_scene ( )
void save_scene_as ( String path, bool with_preview=true )
void select_file ( String file )
void set_main_screen_editor ( String name )
void set_plugin_enabled ( String plugin, bool enabled )
void stop_playing_scene ( )

Property Descriptions

bool distraction_free_mode

Setter set_distraction_free_mode(value)
Getter is_distraction_free_mode_enabled()

If true, enables distraction-free mode which hides side docks to increase the space available for the main view.

Method Descriptions

void edit_resource ( Resource resource )

Edits the given Resource.

Control get_base_control ( )

Returns the main container of Godot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly.

String get_current_path ( ) const

Returns the current path being viewed in the FileSystemDock.

Node get_edited_scene_root ( )

Returns the edited (current) scene's root Node.

EditorSettings get_editor_settings ( )

Returns the editor's EditorSettings instance.

Control get_editor_viewport ( )

Returns the main editor control. Use this as a parent for main screens.

Note: This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.

FileSystemDock get_file_system_dock ( )

Returns the editor's FileSystemDock instance.

EditorInspector get_inspector ( ) const

Returns the editor's EditorInspector instance.

Array get_open_scenes ( ) const

Returns an Array with the file paths of the currently opened scenes.

String get_playing_scene ( ) const

Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.

EditorFileSystem get_resource_filesystem ( )

Returns the editor's EditorFileSystem instance.

EditorResourcePreview get_resource_previewer ( )

Returns the editor's EditorResourcePreview instance.

ScriptEditor get_script_editor ( )

Returns the editor's ScriptEditor instance.

String get_selected_path ( ) const

Returns the path of the directory currently selected in the FileSystemDock. If a file is selected, its base directory will be returned using String.get_base_dir instead.

EditorSelection get_selection ( )

Returns the editor's EditorSelection instance.

void inspect_object ( Object object, String for_property="" )

Shows the given property on the given object in the editor's Inspector dock.

bool is_playing_scene ( ) const

Returns true if a scene is currently being played, false otherwise. Paused scenes are considered as being played.

bool is_plugin_enabled ( String plugin ) const

Returns true if the specified plugin is enabled. The plugin name is the same as its directory name.

Array make_mesh_previews ( Array meshes, int preview_size )

Returns mesh previews rendered at the given size as an Array of Textures.

void open_scene_from_path ( String scene_filepath )

Opens the scene at the given path.

void play_current_scene ( )

Plays the currently active scene.

void play_custom_scene ( String scene_filepath )

Plays the scene specified by its filepath.

void play_main_scene ( )

Plays the main scene.

void reload_scene_from_path ( String scene_filepath )

Reloads the scene at the given path.

Error save_scene ( )

Saves the scene. Returns either OK or ERR_CANT_CREATE (see @GlobalScope constants).

void save_scene_as ( String path, bool with_preview=true )

Saves the scene as a file at path.

void select_file ( String file )

Selects the file, with the path provided by file, in the FileSystem dock.

void set_main_screen_editor ( String name )

Sets the editor's current main screen to the one specified in name. name must match the text of the tab in question exactly (2D, 3D, Script, AssetLib).

void set_plugin_enabled ( String plugin, bool enabled )

Sets the enabled status of a plugin. The plugin name is the same as its directory name.

void stop_playing_scene ( )

Stops the scene that is currently playing.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_editorinterface.html