EditorPlugin

Used by the editor to extend its functionality.

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. Also see EditorScript to add functions to the editor.

@GodotBaseClass
struct EditorPlugin {}

Members

Aliases

BaseClasses
alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses)
Undocumented in source.

Enums

Constants
enum Constants
CustomControlContainer
enum CustomControlContainer
DockSlot
enum DockSlot

Functions

addAutoloadSingleton
void addAutoloadSingleton(StringArg0 name, StringArg1 path)

Add a script at path to the Autoload list as name.

addControlToBottomPanel
ToolButton addControlToBottomPanel(GodotObject control, StringArg1 title)

Add 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 removeControlFromBottomPanel and free it with queue_free().

addControlToContainer
void addControlToContainer(long container, GodotObject control)

Add a custom control to a container (see CONTAINER_* enum). 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 removeControlFromContainer and free it with queue_free().

addControlToDock
void addControlToDock(long slot, GodotObject control)

Add the control to a specific dock slot (see DOCK_* enum 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 removeControlFromDocks and free it with queue_free().

addCustomType
void addCustomType(StringArg0 type, StringArg1 base, Script script, Texture icon)

Add 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 instanced (ie, "Spatial", "Control", "Resource"), then the script will be loaded and set to this object. You can use the virtual method handles to check if your custom object is being edited by checking the script or using 'is' keyword. During run-time, this will be a simple object with a script so this function does not need to be called then.

addExportPlugin
void addExportPlugin(EditorExportPlugin plugin)
addImportPlugin
void addImportPlugin(EditorImportPlugin importer)
addInspectorPlugin
void addInspectorPlugin(EditorInspectorPlugin plugin)
addSceneImportPlugin
void addSceneImportPlugin(EditorSceneImporter scene_importer)
addToolMenuItem
void addToolMenuItem(StringArg0 name, GodotObject handler, StringArg2 callback, VariantArg3 ud)

Add a custom menu to 'Project > Tools' as name that calls callback on an instance of handler with a parameter ud when user activates it.

addToolSubmenuItem
void addToolSubmenuItem(StringArg0 name, GodotObject submenu)

Like addToolMenuItem but adds the submenu item inside the name menu.

applyChanges
void applyChanges()

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.

build
bool build()
clear
void clear()

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.

edit
void edit(GodotObject object)

This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.

forwardCanvasDrawOverViewport
void forwardCanvasDrawOverViewport(Control overlay)

This method is called when there is an input event in the 2D viewport, e.g. the user clicks with the mouse in the 2D space (canvas GUI). Keep in mind that for this method to be called you have to first declare the virtual method handles so the editor knows that you want to work with the workspace:

forwardCanvasForceDrawOverViewport
void forwardCanvasForceDrawOverViewport(Control overlay)
forwardCanvasGuiInput
bool forwardCanvasGuiInput(InputEvent event)
forwardSpatialGuiInput
bool forwardSpatialGuiInput(Camera camera, InputEvent event)

This method is called when there is an input event in the 3D viewport, e.g. the user clicks with the mouse in the 3D space (spatial GUI). Keep in mind that for this method to be called you have to first declare the virtual method handles so the editor knows that you want to work with the workspace:

getBreakpoints
PoolStringArray getBreakpoints()

This is for editors that edit script based objects. You can return a list of breakpoints in the format (script:line), for example: res://path_to_script.gd:25

getEditorInterface
EditorInterface getEditorInterface()

Return the EditorInterface object that gives you control over Godot editor's window and its functionalities.

getPluginIcon
GodotObject getPluginIcon()
getPluginName
String getPluginName()
getScriptCreateDialog
ScriptCreateDialog getScriptCreateDialog()

Gets the Editor's dialogue used for making scripts. Note that users can configure it before use.

getState
Dictionary getState()

Get 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).

getUndoRedo
UndoRedo getUndoRedo()

Get 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.

getWindowLayout
void getWindowLayout(ConfigFile layout)

Get the GUI layout of the plugin. This is used to save the project's editor layout when queueSaveLayout is called or the editor layout was changed(For example changing the position of a dock).

handles
bool handles(GodotObject object)

Implement this function if your plugin edits a specific type of object (Resource or Node). If you return true, then you will get the functions EditorPlugin.edit and EditorPlugin.makeVisible called when the editor requests them. If you have declared the methods forwardCanvasGuiInput and forwardSpatialGuiInput these will be called too.

hasMainScreen
bool hasMainScreen()

Return true if this is a main screen editor plugin (it goes in the workspaces selector together with '2D', '3D', and 'Script').

hideBottomPanel
void hideBottomPanel()
makeBottomPanelItemVisible
void makeBottomPanelItemVisible(GodotObject item)
makeVisible
void makeVisible(bool visible)

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.

opAssign
EditorPlugin opAssign(T n)
Undocumented in source. Be warned that the author may not have intended to support it.
opEquals
bool opEquals(EditorPlugin other)
Undocumented in source. Be warned that the author may not have intended to support it.
opEquals
bool opEquals(typeof(null) n)
Undocumented in source. Be warned that the author may not have intended to support it.
queueSaveLayout
void queueSaveLayout()

Queue save the project's editor layout.

removeAutoloadSingleton
void removeAutoloadSingleton(StringArg0 name)

Remove an Autoload name from the list.

removeControlFromBottomPanel
void removeControlFromBottomPanel(GodotObject control)

Remove the control from the bottom panel. You have to manually queue_free() the control.

removeControlFromContainer
void removeControlFromContainer(long container, GodotObject control)

Remove the control from the specified container. You have to manually queue_free() the control.

removeControlFromDocks
void removeControlFromDocks(GodotObject control)

Remove the control from the dock. You have to manually queue_free() the control.

removeCustomType
void removeCustomType(StringArg0 type)

Remove a custom type added by addCustomType

removeExportPlugin
void removeExportPlugin(EditorExportPlugin plugin)
removeImportPlugin
void removeImportPlugin(EditorImportPlugin importer)
removeInspectorPlugin
void removeInspectorPlugin(EditorInspectorPlugin plugin)
removeSceneImportPlugin
void removeSceneImportPlugin(EditorSceneImporter scene_importer)
removeToolMenuItem
void removeToolMenuItem(StringArg0 name)

Removes a menu name from 'Project > Tools'.

saveExternalData
void saveExternalData()

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.

setForceDrawOverForwardingEnabled
void setForceDrawOverForwardingEnabled()
setInputEventForwardingAlwaysEnabled
void setInputEventForwardingAlwaysEnabled()

Use this method if you always want to receive inputs from 3D view screen inside forwardSpatialGuiInput. It might be especially usable if your plugin will want to use raycast in the scene.

setState
void setState(Dictionary state)

Restore the state saved by EditorPlugin.getState.

setWindowLayout
void setWindowLayout(ConfigFile layout)

Restore the plugin GUI layout saved by EditorPlugin.getWindowLayout.

updateOverlays
long updateOverlays()

Mixins

__anonymous
mixin baseCasts
Undocumented in source.

Static functions

_new
EditorPlugin _new()
Undocumented in source. Be warned that the author may not have intended to support it.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

_classBinding
struct _classBinding
Undocumented in source.

Unions

__anonymous
union __anonymous
Undocumented in source.

Variables

_GODOT_internal_name
enum string _GODOT_internal_name;
Undocumented in source.

Mixed In Members

From mixin baseCasts

as
To as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
To as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
ToRef as()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(ToRef)
Undocumented in source.
opCast
void* opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
godot_object opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
bool opCast()
Undocumented in source. Be warned that the author may not have intended to support it.

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