Class reference

EditorInterface

Inherits Object

Redot editor's interface.

Description

EditorInterface gives you control over Redot 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 directly by its name.

		var editor_settings = EditorInterface.get_editor_settings()
		
		// In C# you can access it via the static Singleton property.
		EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
		

Properties

bool distraction_free_mode

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

bool movie_maker_enabled

If true, the Movie Maker mode is enabled in the editor. See MovieWriter for more information.

Methods

int close_scene()

Closes the currently active scene, discarding any pending changes in the process. Returns OK on success or ERR_DOES_NOT_EXIST if there is no scene to close.

void edit_node(Node node)

Edits the given Node. The node will be also selected if it's inside the scene tree.

void edit_script(Script script, int line = -1, int column = 0, bool grab_focus = true)

Edits the given Script. The line and column on which to open the script can also be specified. The script will be open with the user-configured editor for the script's language which may be an external editor.

Control get_base_control() const

Returns the main container of Redot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly. Warning: Removing and freeing this node will render the editor useless and may cause a crash.

EditorCommandPalette get_command_palette() const

Returns the editor's EditorCommandPalette instance. Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.

String get_current_feature_profile() const

Returns the name of the currently activated feature profile. If the default profile is currently active, an empty string is returned instead. In order to get a reference to the EditorFeatureProfile, you must load the feature profile using EditorFeatureProfile.load_from_file(). Note: Feature profiles created via the user interface are loaded from the feature_profiles directory, as a file with the .profile extension. The editor configuration folder can be found by using EditorPaths.get_config_dir().

Node get_edited_scene_root() const

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

VBoxContainer get_editor_main_screen() const

Returns the editor control responsible for main screen plugins and tools. Use it with plugins that implement EditorPlugin._has_main_screen(). Note: This node is a VBoxContainer, which means that if you add a Control child to it, you need to set the child's Control.size_flags_vertical to Control.SIZE_EXPAND_FILL to make it use the full available space. Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.

Theme get_editor_theme() const

Returns the editor's Theme. Note: When creating custom editor UI, prefer accessing theme items directly from your GUI nodes using the get_theme_* methods.

FileSystemDock get_file_system_dock() const

Returns the editor's FileSystemDock instance. Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.

EditorInspector get_inspector() const

Returns the editor's EditorInspector instance. Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.

Node[] get_open_scene_roots() const

Returns an array with references to the root nodes of the currently opened scenes.

PackedStringArray 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.

ScriptEditor get_script_editor() const

Returns the editor's ScriptEditor instance. Warning: Removing and freeing this node will render a part of the editor useless and may cause a crash.

void inspect_object(Object object, String for_property = "", bool inspector_only = false)

Shows the given property on the given object in the editor's Inspector dock. If inspector_only is true, plugins will not attempt to edit object.

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.

Texture2D[] make_mesh_previews(Mesh[] meshes, int preview_size)

Returns mesh previews rendered at the given size as an Array of Texture2Ds.

void mark_scene_as_unsaved()

Marks the current scene tab as unsaved.

void open_scene_from_path(String scene_filepath, bool set_inherited = false)

Opens the scene at the given path. If set_inherited is true, creates a new inherited scene.

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 popup_create_dialog(Callable callback, StringName base_type = "", String current_type = "", String dialog_title = "", StringName[] type_blocklist = [])

Experimental.

Pops up an editor dialog for creating an object. The callback must take a single argument of type StringName which will contain the type name of the selected object or be empty if no item is selected. The base_type specifies the base type of objects to display. For example, if you set this to "Resource", all types derived from Resource will display in the create dialog. The current_type will be passed in the search box of the create dialog, and the specified type can be immediately selected when the dialog pops up. If the current_type is not derived from base_type, there will be no result of the type in the dialog. The dialog_title allows you to define a custom title for the dialog. This is useful if you want to accurately hint the usage of the dialog. If the dialog_title is an empty string, the dialog will use "Create New 'Base Type'" as the default title. The type_blocklist contains a list of type names, and the types in the blocklist will be hidden from the create dialog. Note: Trying to list the base type in the type_blocklist will hide all types derived from the base type from the create dialog.

void popup_method_selector(Object object, Callable callback, String current_value = "")

Pops up an editor dialog for selecting a method from object. The callback must take a single argument of type String which will contain the name of the selected method or be empty if the dialog is canceled. If current_value is provided, the method will be selected automatically in the method list, if it exists.

void popup_node_selector(Callable callback, StringName[] valid_types = [], Node current_value = null)

Pops up an editor dialog for selecting a Node from the edited scene. The callback must take a single argument of type NodePath. It is called on the selected NodePath or the empty path ^"" if the dialog is canceled. If valid_types is provided, the dialog will only show Nodes that match one of the listed Node types. If current_value is provided, the Node will be automatically selected in the tree, if it exists. Example: Display the node selection dialog as soon as this node is added to the tree for the first time:

				func _ready():
					if Engine.is_editor_hint():
						EditorInterface.popup_node_selector(_on_node_selected, ["Button"])

				func _on_node_selected(node_path):
					if node_path.is_empty():
						print("node selection canceled")
					else:
						print("selected ", node_path)
				

void popup_property_selector(Object object, Callable callback, PackedInt32Array type_filter = PackedInt32Array(), String current_value = "")

Pops up an editor dialog for selecting properties from object. The callback must take a single argument of type NodePath. It is called on the selected property path (see NodePath.get_as_property_path()) or the empty path ^"" if the dialog is canceled. If type_filter is provided, the dialog will only show properties that match one of the listed Variant.Type values. If current_value is provided, the property will be selected automatically in the property list, if it exists.

				func _ready():
					if Engine.is_editor_hint():
						EditorInterface.popup_property_selector(this, _on_property_selected, [TYPE_INT])

				func _on_property_selected(property_path):
					if property_path.is_empty():
						print("property selection canceled")
					else:
						print("selected ", property_path)
				

void popup_quick_open(Callable callback, StringName[] base_types = [])

Pops up an editor dialog for quick selecting a resource file. The callback must take a single argument of type String which will contain the path of the selected resource or be empty if the dialog is canceled. If base_types is provided, the dialog will only show resources that match these types. Only types deriving from Resource are supported.

void reload_scene_from_path(String scene_filepath)

Reloads the scene at the given path.

void restart_editor(bool save = true)

Restarts the editor. This closes the editor and then opens the same project. If save is true, the project will be saved before restarting.

void save_all_scenes()

Saves all opened scenes in the editor.

void save_scene_as(String path, bool with_preview = true)

Saves the currently active 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_current_feature_profile(String profile_name)

Selects and activates the specified feature profile with the given profile_name. Set profile_name to an empty string to reset to the default feature profile. A feature profile can be created programmatically using the EditorFeatureProfile class. Note: The feature profile that gets activated must be located in the feature_profiles directory, as a file with the .profile extension. If a profile could not be found, an error occurs. The editor configuration folder can be found by using EditorPaths.get_config_dir().

void set_main_screen_editor(String name)

Sets the editor's current main screen to the one specified in name. name must match the title of the tab in question exactly (e.g. 2D, 3D, [code skip-lint]Script[/code], Game, or AssetLib for default tabs).

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.

Source revision 5592dc3a7a61
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