Struct godot::classes::EditorInterface
#[repr(C)]pub struct EditorInterface { /* private fields */ }
Expand description
Godot class EditorInterface.
Inherits Object
.
Related symbols:
editor_interface
: sidecar module with related enum/flag typesIEditorInterface
: virtual methods
See also Godot docs for EditorInterface
.
§Singleton
This class is a singleton. You can get the one instance using EditorInterface::singleton()
.
Implementations§
§impl EditorInterface
impl EditorInterface
pub fn singleton() -> Gd<EditorInterface>
pub fn restart_editor(&mut self)
pub fn restart_editor_ex(&mut self) -> ExRestartEditor<'_>
pub fn get_command_palette(&self) -> Option<Gd<EditorCommandPalette>>
pub fn get_resource_filesystem(&self) -> Option<Gd<EditorFileSystem>>
pub fn get_editor_paths(&self) -> Option<Gd<EditorPaths>>
pub fn get_resource_previewer(&self) -> Option<Gd<EditorResourcePreview>>
pub fn get_selection(&self) -> Option<Gd<EditorSelection>>
pub fn get_editor_settings(&self) -> Option<Gd<EditorSettings>>
pub fn make_mesh_previews( &mut self, meshes: Array<Gd<Mesh>>, preview_size: i32, ) -> Array<Gd<Texture2D>>
pub fn set_plugin_enabled(&mut self, plugin: GString, enabled: bool)
pub fn is_plugin_enabled(&self, plugin: GString) -> bool
pub fn get_editor_theme(&self) -> Option<Gd<Theme>>
pub fn get_base_control(&self) -> Option<Gd<Control>>
pub fn get_editor_main_screen(&self) -> Option<Gd<VBoxContainer>>
pub fn get_script_editor(&self) -> Option<Gd<ScriptEditor>>
pub fn get_editor_viewport_2d(&self) -> Option<Gd<SubViewport>>
pub fn get_editor_viewport_3d(&self) -> Option<Gd<SubViewport>>
pub fn get_editor_viewport_3d_ex(&self) -> ExGetEditorViewport3d<'_>
pub fn set_main_screen_editor(&mut self, name: GString)
pub fn set_distraction_free_mode(&mut self, enter: bool)
pub fn is_distraction_free_mode_enabled(&self) -> bool
pub fn is_multi_window_enabled(&self) -> bool
pub fn get_editor_scale(&self) -> f32
pub fn popup_dialog(&mut self, dialog: Gd<Window>)
pub fn popup_dialog_ex(&mut self, dialog: Gd<Window>) -> ExPopupDialog<'_>
pub fn popup_dialog_centered(&mut self, dialog: Gd<Window>)
pub fn popup_dialog_centered_ex( &mut self, dialog: Gd<Window>, ) -> ExPopupDialogCentered<'_>
pub fn popup_dialog_centered_ratio(&mut self, dialog: Gd<Window>)
pub fn popup_dialog_centered_ratio_ex( &mut self, dialog: Gd<Window>, ) -> ExPopupDialogCenteredRatio<'_>
pub fn popup_dialog_centered_clamped(&mut self, dialog: Gd<Window>)
pub fn popup_dialog_centered_clamped_ex( &mut self, dialog: Gd<Window>, ) -> ExPopupDialogCenteredClamped<'_>
pub fn get_current_feature_profile(&self) -> GString
pub fn set_current_feature_profile(&mut self, profile_name: GString)
pub fn popup_node_selector(&mut self, callback: Callable)
pub fn popup_node_selector_ex( &mut self, callback: Callable, ) -> ExPopupNodeSelector<'_>
pub fn popup_property_selector( &mut self, object: Gd<Object>, callback: Callable, )
pub fn popup_property_selector_ex( &mut self, object: Gd<Object>, callback: Callable, ) -> ExPopupPropertySelector<'_>
pub fn get_file_system_dock(&self) -> Option<Gd<FileSystemDock>>
pub fn select_file(&mut self, file: GString)
pub fn get_selected_paths(&self) -> PackedStringArray
pub fn get_current_path(&self) -> GString
pub fn get_current_directory(&self) -> GString
pub fn get_inspector(&self) -> Option<Gd<EditorInspector>>
pub fn inspect_object(&mut self, object: Gd<Object>)
pub fn inspect_object_ex(&mut self, object: Gd<Object>) -> ExInspectObject<'_>
pub fn edit_resource(&mut self, resource: Gd<Resource>)
pub fn edit_node(&mut self, node: Gd<Node>)
pub fn edit_script(&mut self, script: Gd<Script>)
pub fn edit_script_ex(&mut self, script: Gd<Script>) -> ExEditScript<'_>
pub fn open_scene_from_path(&mut self, scene_filepath: GString)
pub fn reload_scene_from_path(&mut self, scene_filepath: GString)
pub fn get_open_scenes(&self) -> PackedStringArray
pub fn get_edited_scene_root(&self) -> Option<Gd<Node>>
pub fn save_scene(&mut self) -> Error
pub fn save_scene_as(&mut self, path: GString)
pub fn save_scene_as_ex(&mut self, path: GString) -> ExSaveSceneAs<'_>
pub fn save_all_scenes(&mut self)
pub fn mark_scene_as_unsaved(&mut self)
pub fn play_main_scene(&mut self)
pub fn play_current_scene(&mut self)
pub fn play_custom_scene(&mut self, scene_filepath: GString)
pub fn stop_playing_scene(&mut self)
pub fn is_playing_scene(&self) -> bool
pub fn get_playing_scene(&self) -> GString
pub fn set_movie_maker_enabled(&mut self, enabled: bool)
pub fn is_movie_maker_enabled(&self) -> bool
Methods from Deref<Target = Object>§
pub fn get_class(&self) -> GString
pub fn is_class(&self, class: GString) -> bool
pub fn set(&mut self, property: StringName, value: Variant)
pub fn get(&self, property: StringName) -> Variant
pub fn set_indexed(&mut self, property_path: NodePath, value: Variant)
pub fn get_indexed(&self, property_path: NodePath) -> Variant
pub fn get_property_list(&self) -> Array<Dictionary>
pub fn get_method_list(&self) -> Array<Dictionary>
pub fn property_can_revert(&self, property: StringName) -> bool
pub fn property_get_revert(&self, property: StringName) -> Variant
pub fn set_script(&mut self, script: Variant)
pub fn get_script(&self) -> Variant
pub fn set_meta(&mut self, name: StringName, value: Variant)
pub fn remove_meta(&mut self, name: StringName)
pub fn get_meta(&self, name: StringName) -> Variant
pub fn get_meta_ex(&self, name: StringName) -> ExGetMeta<'_>
pub fn has_meta(&self, name: StringName) -> bool
pub fn get_meta_list(&self) -> Array<StringName>
pub fn add_user_signal(&mut self, signal: GString)
pub fn add_user_signal_ex(&mut self, signal: GString) -> ExAddUserSignal<'_>
pub fn has_user_signal(&self, signal: StringName) -> bool
pub fn remove_user_signal(&mut self, signal: StringName)
pub fn emit_signal(&mut self, signal: StringName, varargs: &[Variant]) -> Error
pub fn emit_signal(&mut self, signal: StringName, varargs: &[Variant]) -> Error
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will panic in such a case.
pub fn try_emit_signal(
&mut self,
signal: StringName,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_emit_signal( &mut self, signal: StringName, varargs: &[Variant], ) -> Result<Error, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will return Err
in such a case.
pub fn call(&mut self, method: StringName, varargs: &[Variant]) -> Variant
pub fn call(&mut self, method: StringName, varargs: &[Variant]) -> Variant
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will panic in such a case.
pub fn try_call(
&mut self,
method: StringName,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call( &mut self, method: StringName, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will return Err
in such a case.
pub fn call_deferred(
&mut self,
method: StringName,
varargs: &[Variant],
) -> Variant
pub fn call_deferred( &mut self, method: StringName, varargs: &[Variant], ) -> Variant
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will panic in such a case.
pub fn try_call_deferred(
&mut self,
method: StringName,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred( &mut self, method: StringName, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant
.
It can detect call failures and will return Err
in such a case.
pub fn set_deferred(&mut self, property: StringName, value: Variant)
pub fn callv(&mut self, method: StringName, arg_array: OutArray) -> Variant
pub fn has_method(&self, method: StringName) -> bool
pub fn get_method_argument_count(&self, method: StringName) -> i32
pub fn has_signal(&self, signal: StringName) -> bool
pub fn get_signal_list(&self) -> Array<Dictionary>
pub fn get_signal_connection_list( &self, signal: StringName, ) -> Array<Dictionary>
pub fn get_incoming_connections(&self) -> Array<Dictionary>
pub fn connect(&mut self, signal: StringName, callable: Callable) -> Error
pub fn connect_ex( &mut self, signal: StringName, callable: Callable, ) -> ExConnect<'_>
pub fn disconnect(&mut self, signal: StringName, callable: Callable)
pub fn is_connected(&self, signal: StringName, callable: Callable) -> bool
pub fn set_block_signals(&mut self, enable: bool)
pub fn is_blocking_signals(&self) -> bool
pub fn notify_property_list_changed(&mut self)
pub fn set_message_translation(&mut self, enable: bool)
pub fn can_translate_messages(&self) -> bool
pub fn tr(&self, message: StringName) -> GString
pub fn tr_ex(&self, message: StringName) -> ExTr<'_>
pub fn tr_n( &self, message: StringName, plural_message: StringName, n: i32, ) -> GString
pub fn tr_n_ex( &self, message: StringName, plural_message: StringName, n: i32, ) -> ExTrN<'_>
pub fn is_queued_for_deletion(&self) -> bool
pub fn cancel_free(&mut self)
pub fn notify(&mut self, what: ObjectNotification)
pub fn notify(&mut self, what: ObjectNotification)
⚠️ Sends a Godot notification to all classes inherited by the object.
Triggers calls to on_notification()
, and depending on the notification, also to Godot’s lifecycle callbacks such as ready()
.
Starts from the highest ancestor (the Object
class) and goes down the hierarchy.
See also Godot docs for Object::notification()
.
§Panics
If you call this method on a user-defined object while holding a GdRef
or GdMut
guard on the instance, you will encounter
a panic. The reason is that the receiving virtual method on_notification()
acquires a GdMut
lock dynamically, which must
be exclusive.
pub fn notify_reversed(&mut self, what: ObjectNotification)
pub fn notify_reversed(&mut self, what: ObjectNotification)
⚠️ Like Self::notify()
, but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.