EditorPlugin¶
Category: Core
Brief Description¶
Used by the editor to extend its functionality.
Methods¶
Signals¶
- main_screen_changed ( String screen_name )
Emitted when user changes the workspace (2D, 3D, Script, AssetLib). Also works with custom screens defined by plugins.
- resource_saved ( Resource resource )
- scene_changed ( Node scene_root )
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 null.
- scene_closed ( String filepath )
Emitted when user closes a scene. The argument is file path to a closed scene.
Enumerations¶
enum CustomControlContainer:
- CONTAINER_TOOLBAR = 0
- CONTAINER_SPATIAL_EDITOR_MENU = 1
- CONTAINER_SPATIAL_EDITOR_SIDE_LEFT = 2
- CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT = 3
- CONTAINER_SPATIAL_EDITOR_BOTTOM = 4
- CONTAINER_CANVAS_EDITOR_MENU = 5
- CONTAINER_CANVAS_EDITOR_SIDE_LEFT = 6
- CONTAINER_CANVAS_EDITOR_SIDE_RIGHT = 7
- CONTAINER_CANVAS_EDITOR_BOTTOM = 8
- CONTAINER_PROPERTY_EDITOR_BOTTOM = 9
enum DockSlot:
- DOCK_SLOT_LEFT_UL = 0
- DOCK_SLOT_LEFT_BL = 1
- DOCK_SLOT_LEFT_UR = 2
- DOCK_SLOT_LEFT_BR = 3
- DOCK_SLOT_RIGHT_UL = 4
- DOCK_SLOT_RIGHT_BL = 5
- DOCK_SLOT_RIGHT_UR = 6
- DOCK_SLOT_RIGHT_BR = 7
- DOCK_SLOT_MAX = 8 — Represents the size of the DockSlot enum.
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. Also see EditorScript to add functions to the editor.
Tutorials¶
Method Descriptions¶
Add a script at path
to the Autoload list as name
.
- ToolButton add_control_to_bottom_panel ( Control control, String 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 remove_control_from_bottom_panel and free it with queue_free()
.
- void add_control_to_container ( CustomControlContainer container, Control 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 remove_control_from_container and free it with queue_free()
.
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 remove_control_from_docks and free it with queue_free()
.
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.
- void add_export_plugin ( EditorExportPlugin plugin )
- void add_import_plugin ( EditorImportPlugin importer )
- void add_inspector_plugin ( EditorInspectorPlugin plugin )
- void add_scene_import_plugin ( EditorSceneImporter scene_importer )
- void add_spatial_gizmo_plugin ( EditorSpatialGizmoPlugin plugin )
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.
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)
.
- void apply_changes ( ) virtual
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.
- bool build ( ) virtual
- void clear ( ) virtual
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.
- void disable_plugin ( ) virtual
- void edit ( Object object ) virtual
This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
- void enable_plugin ( ) virtual
- void forward_canvas_draw_over_viewport ( Control overlay ) virtual
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:
func handles(object):
return true
Also note that the edited scene must have a root node.
- void forward_canvas_force_draw_over_viewport ( Control overlay ) virtual
- bool forward_canvas_gui_input ( InputEvent event ) virtual
- bool forward_spatial_gui_input ( Camera camera, InputEvent event ) virtual
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:
func handles(object):
return true
Also note that the edited scene must have a root node.
- PoolStringArray get_breakpoints ( ) virtual
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
- EditorInterface get_editor_interface ( )
Returns the EditorInterface object that gives you control over Godot editor’s window and its functionalities.
- Object get_plugin_icon ( ) virtual
- String get_plugin_name ( ) virtual
- ScriptCreateDialog get_script_create_dialog ( )
Gets the Editor’s dialogue used for making scripts. Note that users can configure it before use.
- Dictionary get_state ( ) virtual
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).
- UndoRedo get_undo_redo ( )
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.
- void get_window_layout ( ConfigFile layout ) virtual
Get the GUI layout of the plugin. This is used to save the project’s editor layout when queue_save_layout is called or the editor layout was changed(For example changing the position of a dock).
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 make_visible called when the editor requests them. If you have declared the methods forward_canvas_gui_input and forward_spatial_gui_input these will be called too.
- bool has_main_screen ( ) virtual
Returns true
if this is a main screen editor plugin (it goes in the workspaces selector together with ‘2D’, ‘3D’, and ‘Script’).
- void hide_bottom_panel ( )
- void make_bottom_panel_item_visible ( Control item )
- void make_visible ( bool visible ) virtual
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.
- void queue_save_layout ( ) const
Queue save the project’s editor layout.
- void remove_autoload_singleton ( String name )
Remove an Autoload name
from the list.
- void remove_control_from_bottom_panel ( Control control )
Remove the control from the bottom panel. You have to manually queue_free()
the control.
- void remove_control_from_container ( CustomControlContainer container, Control control )
Remove the control from the specified container. You have to manually queue_free()
the control.
- void remove_control_from_docks ( Control control )
Remove the control from the dock. You have to manually queue_free()
the control.
- void remove_custom_type ( String type )
Remove a custom type added by add_custom_type
- void remove_export_plugin ( EditorExportPlugin plugin )
- void remove_import_plugin ( EditorImportPlugin importer )
- void remove_inspector_plugin ( EditorInspectorPlugin plugin )
- void remove_scene_import_plugin ( EditorSceneImporter scene_importer )
- void remove_spatial_gizmo_plugin ( EditorSpatialGizmoPlugin plugin )
Removes a menu name
from ‘Project > Tools’.
- void save_external_data ( ) virtual
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.
- void set_force_draw_over_forwarding_enabled ( )
- void set_input_event_forwarding_always_enabled ( )
Use this method if you always want to receive inputs from 3D view screen inside forward_spatial_gui_input. It might be especially usable if your plugin will want to use raycast in the scene.
- void set_state ( Dictionary state ) virtual
Restore the state saved by get_state.
- void set_window_layout ( ConfigFile layout ) virtual
Restore the plugin GUI layout saved by get_window_layout.
- int update_overlays ( ) const
Updates the overlays of the editor (2D/3D) viewport.