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.


resources_reimported ( PoolStringArray resources )

Emitted if a resource is reimported.


resources_reload ( PoolStringArray resources )

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

String get_file_type ( String path ) const

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".


EditorFileSystemDirectory get_filesystem ( )

Gets the root directory object.


EditorFileSystemDirectory get_filesystem_path ( String path )

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 if 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.