EditorFileSystem

Inherits: Node < Object

Resource filesystem, as the editor sees it.

Description

This object holds information of all resources in the filesystem, their types, etc.

Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_resource_filesystem.

Methods

String

get_file_type ( String path ) const

EditorFileSystemDirectory

get_filesystem ( )

EditorFileSystemDirectory

get_filesystem_path ( String path )

float

get_scanning_progress ( ) const

bool

is_scanning ( ) const

void

scan ( )

void

scan_sources ( )

void

update_file ( String path )

void

update_script_classes ( )

Signals

  • filesystem_changed ( )

Emitted if the filesystem changed.


Emitted if a resource is reimported.


Emitted if at least one resource is reloaded when the filesystem is scanned.


  • sources_changed ( bool exist )

Emitted if the source of any imported file changed.

Method Descriptions

Returns the resource type of the file, given the full path. This returns a string such as "Resource" or "GDScript", not a file extension such as ".gd".


Gets the root directory object.


Returns a view into the filesystem at path.


  • float get_scanning_progress ( ) const

Returns the scan progress for 0 to 1 if the FS is being scanned.


  • bool is_scanning ( ) const

Returns true of the filesystem is being scanned.


  • void scan ( )

Scan the filesystem for changes.


  • void scan_sources ( )

Check if the source of any imported resource changed.


  • void update_file ( String path )

Update a file information. Call this if an external program (not Godot) modified the file.


  • void update_script_classes ( )

Scans the script files and updates the list of custom class names.