Used by the editor to extend its functionality.
- main_screen_changed ( String screen_name )
Emitted when user change main screen view (2D, 3D, Script, AssetLib). Works also with screens which are defined by plugins.
- resource_saved ( Object resource )
- scene_changed ( Object scene_root )
Emitted when user change scene. The argument is a root node of freshly opened scene.
- scene_closed ( String filepath )
Emitted when user close scene. The argument is file path to a closed scene.
- 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
- CONTAINER_TOOLBAR = 0
- CONTAINER_SPATIAL_EDITOR_MENU = 1
- CONTAINER_SPATIAL_EDITOR_SIDE = 2
- CONTAINER_SPATIAL_EDITOR_BOTTOM = 3
- CONTAINER_CANVAS_EDITOR_MENU = 4
- CONTAINER_CANVAS_EDITOR_SIDE = 5
- CONTAINER_CANVAS_EDITOR_BOTTOM = 6
- CONTAINER_PROPERTY_EDITOR_BOTTOM = 7
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.
Member Function Description¶
Add a script at
path to the Autoload list as
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. If your plugin is being removed, also make sure to remove your control by calling remove_control_from_bottom_panel.
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).
If your plugin is being removed, also make sure to remove your custom controls too.
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.
If your plugin is being removed, also make sure to remove your control by calling remove_control_from_docks.
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 EditorPlugin.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 )
Adds a custom menu to ‘Project > Tools’ as
name that calls
callback on an instance of
handler with a parameter
ud when user activates it.
- 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.
This is used for plugins that create gizmos used by the spatial editor. Just check that the node passed in the “for_spatial” argument matches your plugin.
- 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 forward_draw_over_viewport ( Control overlay ) virtual
- void forward_force_draw_over_viewport ( Control overlay ) virtual
Implement this function if you are interested in 3D view screen input events. It will be called only if currently selected node is handled by your plugin.
If you would like to always gets those input events then additionally use set_input_forwarding_always_enabled.
- 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 ( )
- Object get_plugin_icon ( ) virtual
- String get_plugin_name ( ) virtual
- 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 the EditorPlugin.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 EditorPlugin.edit and EditorPlugin.make_visible called when the editor requests them.
- bool has_main_screen ( ) virtual
Return true if this is a main screen editor plugin (it goes in the main screen selector together with 2D, 3D, Script).
- 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.
Remove the control from the bottom panel. Don’t forget to call this if you added one, so the editor can remove it cleanly.
Remove the control from the specified container. Use it when cleaning up after adding a control with add_control_to_container. Note that you can simply free the control if you won’t use it anymore.
- void remove_control_from_docks ( Control control )
Remove the control from the dock. Don’t forget to call this if you added one, so the editor can save the layout and remove it cleanly.
- void remove_custom_type ( String type )
Remove a custom type added by EditorPlugin.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 )
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 EditorPlugin.get_state.
- void set_window_layout ( ConfigFile layout ) virtual
Restore the plugin GUI layout saved by EditorPlugin.get_window_layout.
- int update_overlays ( ) const