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. See also 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(String name, String path)

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

addControlToBottomPanel
ToolButton addControlToBottomPanel(Control control, String title)

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 removeControlFromBottomPanel and free it with Node.queueFree.

addControlToContainer
void addControlToContainer(long container, Control control)

Adds a custom control to a container (see 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 removeControlFromContainer and free it with Node.queueFree.

addControlToDock
void addControlToDock(long slot, Control control)

Adds the control to a specific dock slot (see 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 removeControlFromDocks and free it with Node.queueFree.

addCustomType
void addCustomType(String type, String base, Script script, Texture icon)

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 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 the 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)

Registers a new EditorExportPlugin. Export plugins are used to perform tasks when the project is being exported. See addInspectorPlugin for an example of how to register a plugin.

addImportPlugin
void addImportPlugin(EditorImportPlugin importer)

Registers a new EditorImportPlugin. Import plugins are used to import custom and unsupported assets as a custom Resource type. Note: If you want to import custom 3D asset formats use addSceneImportPlugin instead. See addInspectorPlugin for an example of how to register a plugin.

addInspectorPlugin
void addInspectorPlugin(EditorInspectorPlugin plugin)

Registers a new EditorInspectorPlugin. Inspector plugins are used to extend EditorInspector and provide custom configuration tools for your object's properties. Note: Always use removeInspectorPlugin to remove the registered EditorInspectorPlugin when your EditorPlugin is disabled to prevent leaks and an unexpected behavior.

addSceneImportPlugin
void addSceneImportPlugin(EditorSceneImporter scene_importer)

Registers a new EditorSceneImporter. Scene importers are used to import custom 3D asset formats as scenes.

addSpatialGizmoPlugin
void addSpatialGizmoPlugin(EditorSpatialGizmoPlugin plugin)

Registers a new EditorSpatialGizmoPlugin. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a Spatial. See addInspectorPlugin for an example of how to register a plugin.

addToolMenuItem
void addToolMenuItem(String name, GodotObject handler, String callback, VariantArg3 ud)

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

addToolSubmenuItem
void addToolSubmenuItem(String name, GodotObject submenu)

Adds a custom submenu under Project > Tools > name. submenu should be an object of class PopupMenu. This submenu should be cleaned up using remove_tool_menu_item(name).

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()

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 false, the project will not run. The run is aborted immediately, so this also prevents all other plugins' build methods from running.

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.

disablePlugin
void disablePlugin()

Called by the engine when the user disables the EditorPlugin in the Plugin tab of the project settings window.

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.

enablePlugin
void enablePlugin()

Called by the engine when the user enables the EditorPlugin in the Plugin tab of the project settings window.

forwardCanvasDrawOverViewport
void forwardCanvasDrawOverViewport(Control overlay)

Called by the engine when the 2D editor's viewport is updated. Use the overlay Control for drawing. You can update the viewport manually by calling updateOverlays.

forwardCanvasForceDrawOverViewport
void forwardCanvasForceDrawOverViewport(Control overlay)

This method is the same as forwardCanvasDrawOverViewport, 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 setForceDrawOverForwardingEnabled.

forwardCanvasGuiInput
bool forwardCanvasGuiInput(InputEvent event)

Called when there is a root node in the current edited scene, handles is implemented and an InputEvent happens in the 2D viewport. Intercepts the InputEvent, if return true EditorPlugin consumes the event, otherwise forwards event to other Editor classes. Example:

forwardSpatialDrawOverViewport
void forwardSpatialDrawOverViewport(Control overlay)

Called by the engine when the 3D editor's viewport is updated. Use the overlay Control for drawing. You can update the viewport manually by calling updateOverlays.

forwardSpatialForceDrawOverViewport
void forwardSpatialForceDrawOverViewport(Control overlay)

This method is the same as forwardSpatialDrawOverViewport, 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 setForceDrawOverForwardingEnabled.

forwardSpatialGuiInput
bool forwardSpatialGuiInput(Camera camera, InputEvent event)

Called when there is a root node in the current edited scene, handles is implemented and an InputEvent happens in the 3D viewport. Intercepts the InputEvent, if return true EditorPlugin consumes the event, otherwise forwards event to other Editor classes. Example:

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()

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

getPluginIcon
Ref!Texture getPluginIcon()

Override this method in your plugin to return a Texture 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.

getPluginName
String getPluginName()

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.

getScriptCreateDialog
ScriptCreateDialog getScriptCreateDialog()

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

getState
Dictionary getState()

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).

getUndoRedo
UndoRedo getUndoRedo()

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.

getWindowLayout
void getWindowLayout(ConfigFile layout)

Gets 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 edit and makeVisible called when the editor requests them. If you have declared the methods forwardCanvasGuiInput and forwardSpatialGuiInput these will be called too.

hasMainScreen
bool hasMainScreen()

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

hideBottomPanel
void hideBottomPanel()

Minimizes the bottom panel.

makeBottomPanelItemVisible
void makeBottomPanelItemVisible(Control item)

Makes a specific item in the bottom panel visible.

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
typeof(null) opAssign(typeof(null) n)
opEquals
bool opEquals(EditorPlugin other)
opEquals
bool opEquals(typeof(null) n)
queueSaveLayout
void queueSaveLayout()

Queue save the project's editor layout.

removeAutoloadSingleton
void removeAutoloadSingleton(String name)

Removes an Autoload name from the list.

removeControlFromBottomPanel
void removeControlFromBottomPanel(Control control)

Removes the control from the bottom panel. You have to manually Node.queueFree the control.

removeControlFromContainer
void removeControlFromContainer(long container, Control control)

Removes the control from the specified container. You have to manually Node.queueFree the control.

removeControlFromDocks
void removeControlFromDocks(Control control)

Removes the control from the dock. You have to manually Node.queueFree the control.

removeCustomType
void removeCustomType(String type)

Removes a custom type added by addCustomType.

removeExportPlugin
void removeExportPlugin(EditorExportPlugin plugin)

Removes an export plugin registered by addExportPlugin.

removeImportPlugin
void removeImportPlugin(EditorImportPlugin importer)

Removes an import plugin registered by addImportPlugin.

removeInspectorPlugin
void removeInspectorPlugin(EditorInspectorPlugin plugin)

Removes an inspector plugin registered by addImportPlugin

removeSceneImportPlugin
void removeSceneImportPlugin(EditorSceneImporter scene_importer)

Removes a scene importer registered by addSceneImportPlugin.

removeSpatialGizmoPlugin
void removeSpatialGizmoPlugin(EditorSpatialGizmoPlugin plugin)

Removes a gizmo plugin registered by addSpatialGizmoPlugin.

removeToolMenuItem
void removeToolMenuItem(String 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()

Enables calling of forwardCanvasForceDrawOverViewport for the 2D editor and forwardSpatialForceDrawOverViewport 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.

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 getState.

setWindowLayout
void setWindowLayout(ConfigFile layout)

Restore the plugin GUI layout saved by getWindowLayout.

toHash
size_t toHash()
updateOverlays
long updateOverlays()

Updates the overlays of the 2D and 3D editor viewport. Causes methods forwardCanvasDrawOverViewport, forwardCanvasForceDrawOverViewport, forwardSpatialDrawOverViewport and forwardSpatialForceDrawOverViewport to be called.

Mixins

__anonymous
mixin baseCasts
Undocumented in source.

Static functions

_new
EditorPlugin _new()

Construct a new instance of EditorPlugin. Note: use memnew!EditorPlugin instead.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

GDNativeClassBinding
struct GDNativeClassBinding
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
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(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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