Inherits: Node < Object

Godot editor's interface.


EditorInterface gives you control over Godot 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 using EditorPlugin.get_editor_interface.

Property Descriptions

  • bool distraction_free_mode





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

Method Descriptions

  • void edit_resource ( Resource resource )

Edits the given Resource.

Returns the main container of Godot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly.

  • String get_current_path ( ) const

Returns the current path being viewed in the FileSystemDock.

  • Node get_edited_scene_root ( )

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

Returns the editor's EditorSettings instance.

Returns the main editor control. Use this as a parent for main screens.

Note: This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.

Returns the editor's FileSystemDock instance.

Returns the editor's EditorInspector instance.

  • Array 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.

Returns the editor's EditorFileSystem instance.

Returns the editor's EditorResourcePreview instance.

Returns the editor's ScriptEditor instance.

  • String get_selected_path ( ) const

Returns the path of the directory currently selected in the FileSystemDock. If a file is selected, its base directory will be returned using String.get_base_dir instead.

Returns the editor's EditorSelection instance.

  • void inspect_object ( Object object, String for_property="" )

Shows the given property on the given object in the editor's Inspector dock.

  • bool is_playing_scene ( ) const

Returns true if a scene is currently being played, false otherwise. Paused scenes are considered as being played.

Returns true if the specified plugin is enabled. The plugin name is the same as its directory name.

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

  • void open_scene_from_path ( String scene_filepath )

Opens the scene at the given path.

  • 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 reload_scene_from_path ( String scene_filepath )

Reloads the scene at the given path.

Saves the scene. Returns either OK or ERR_CANT_CREATE (see @GlobalScope constants).

  • void save_scene_as ( String path, bool with_preview=true )

Saves the 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_main_screen_editor ( String name )

Sets the editor's current main screen to the one specified in name. name must match the text of the tab in question exactly (2D, 3D, Script, AssetLib).

  • 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.