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EditorPlugin¶
Used by the editor to extend its functionality.
Description¶
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. See also EditorScript to add functions to the editor.
Tutorials¶
Methods¶
Signals¶
main_screen_changed ( String screen_name )
Emitted when user changes the workspace (2D, 3D, Script, AssetLib). Also works with custom screens defined by plugins.
project_settings_changed ( )
Emitted when any project setting has changed.
resource_saved ( Resource resource )
Emitted when the given resource
was saved on disc.
scene_changed ( Node scene_root )
Emitted when the scene is changed in the editor. The argument will return the root node of the scene that has just become active. If this scene is new and empty, the argument will be null
.
scene_closed ( String filepath )
Emitted when user closes a scene. The argument is file path to a closed scene.
Enumerations¶
enum CustomControlContainer:
CustomControlContainer CONTAINER_TOOLBAR = 0
Main editor toolbar, next to play buttons.
The toolbar that appears when 3D editor is active.
CustomControlContainer CONTAINER_SPATIAL_EDITOR_SIDE_LEFT = 2
Left sidebar of the 3D editor.
CustomControlContainer CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT = 3
Right sidebar of the 3D editor.
CustomControlContainer CONTAINER_SPATIAL_EDITOR_BOTTOM = 4
Bottom panel of the 3D editor.
The toolbar that appears when 2D editor is active.
CustomControlContainer CONTAINER_CANVAS_EDITOR_SIDE_LEFT = 6
Left sidebar of the 2D editor.
CustomControlContainer CONTAINER_CANVAS_EDITOR_SIDE_RIGHT = 7
Right sidebar of the 2D editor.
CustomControlContainer CONTAINER_CANVAS_EDITOR_BOTTOM = 8
Bottom panel of the 2D editor.
CustomControlContainer CONTAINER_INSPECTOR_BOTTOM = 9
Bottom section of the inspector.
CustomControlContainer CONTAINER_PROJECT_SETTING_TAB_LEFT = 10
Tab of Project Settings dialog, to the left of other tabs.
CustomControlContainer CONTAINER_PROJECT_SETTING_TAB_RIGHT = 11
Tab of Project Settings dialog, to the right of other tabs.
enum DockSlot:
DockSlot DOCK_SLOT_LEFT_UL = 0
Dock slot, left side, upper-left (empty in default layout).
DockSlot DOCK_SLOT_LEFT_BL = 1
Dock slot, left side, bottom-left (empty in default layout).
DockSlot DOCK_SLOT_LEFT_UR = 2
Dock slot, left side, upper-right (in default layout includes Scene and Import docks).
DockSlot DOCK_SLOT_LEFT_BR = 3
Dock slot, left side, bottom-right (in default layout includes FileSystem dock).
DockSlot DOCK_SLOT_RIGHT_UL = 4
Dock slot, right side, upper-left (empty in default layout).
DockSlot DOCK_SLOT_RIGHT_BL = 5
Dock slot, right side, bottom-left (empty in default layout).
DockSlot DOCK_SLOT_RIGHT_UR = 6
Dock slot, right side, upper-right (in default layout includes Inspector, Node and History docks).
DockSlot DOCK_SLOT_RIGHT_BR = 7
Dock slot, right side, bottom-right (empty in default layout).
DockSlot DOCK_SLOT_MAX = 8
Represents the size of the DockSlot enum.
enum AfterGUIInput:
AfterGUIInput AFTER_GUI_INPUT_PASS = 0
Forwards the InputEvent to other EditorPlugins.
AfterGUIInput AFTER_GUI_INPUT_STOP = 1
Prevents the InputEvent from reaching other Editor classes.
AfterGUIInput AFTER_GUI_INPUT_CUSTOM = 2
Pass the InputEvent to other editor plugins except the main Node3D one. This can be used to prevent node selection changes and work with sub-gizmos instead.
Method Descriptions¶
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
This method is called when the editor is about to run the project. The plugin can then perform required operations before the project runs.
This method must return a boolean. If this method returns false
, the project will not run. The run is aborted immediately, so this also prevents all other plugins' _build methods from running.
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.
void _disable_plugin ( ) virtual
Called by the engine when the user disables the EditorPlugin in the Plugin tab of the project settings window.
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.
object
can be null
if the plugin was editing an object, but there is no longer any selected object handled by this plugin. It can be used to cleanup editing state.
void _enable_plugin ( ) virtual
Called by the engine when the user enables the EditorPlugin in the Plugin tab of the project settings window.
void _forward_3d_draw_over_viewport ( Control viewport_control ) virtual
Called by the engine when the 3D editor's viewport is updated. Use the overlay
Control for drawing. You can update the viewport manually by calling update_overlays.
func _forward_3d_draw_over_viewport(overlay):
# Draw a circle at cursor position.
overlay.draw_circle(overlay.get_local_mouse_position(), 64)
func _forward_3d_gui_input(camera, event):
if event is InputEventMouseMotion:
# Redraw viewport when cursor is moved.
update_overlays()
return EditorPlugin.AFTER_GUI_INPUT_STOP
return EditorPlugin.AFTER_GUI_INPUT_PASS
public override void _Forward3DDrawOverViewport(Control viewportControl)
{
// Draw a circle at cursor position.
viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
}
public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D viewportCamera, InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
// Redraw viewport when cursor is moved.
UpdateOverlays();
return EditorPlugin.AfterGuiInput.Stop;
}
return EditorPlugin.AfterGuiInput.Pass;
}
void _forward_3d_force_draw_over_viewport ( Control viewport_control ) virtual
This method is the same as _forward_3d_draw_over_viewport, except it draws on top of everything. Useful when you need an extra layer that shows over anything else.
You need to enable calling of this method by using set_force_draw_over_forwarding_enabled.
int _forward_3d_gui_input ( Camera3D viewport_camera, InputEvent event ) virtual
Called when there is a root node in the current edited scene, _handles is implemented, and an InputEvent happens in the 3D viewport. The return value decides whether the InputEvent is consumed or forwarded to other EditorPlugins. See AfterGUIInput for options.
Example:
# Prevents the InputEvent from reaching other Editor classes.
func _forward_3d_gui_input(camera, event):
return EditorPlugin.AFTER_GUI_INPUT_STOP
// Prevents the InputEvent from reaching other Editor classes.
public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D camera, InputEvent @event)
{
return EditorPlugin.AfterGuiInput.Stop;
}
Must return EditorPlugin.AFTER_GUI_INPUT_PASS
in order to forward the InputEvent