EditorPlugin

Inherits: Node < Object

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

void

_apply_changes ( ) virtual

bool

_build ( ) virtual

void

_clear ( ) virtual

void

_disable_plugin ( ) virtual

void

_edit ( Variant object ) virtual

void

_enable_plugin ( ) virtual

void

_forward_3d_draw_over_viewport ( Control viewport_control ) virtual

void

_forward_3d_force_draw_over_viewport ( Control viewport_control ) virtual

int

_forward_3d_gui_input ( Camera3D viewport_camera, InputEvent event ) virtual

void

_forward_canvas_draw_over_viewport ( Control viewport_control ) virtual

void

_forward_canvas_force_draw_over_viewport ( Control viewport_control ) virtual

bool

_forward_canvas_gui_input ( InputEvent event ) virtual

PackedStringArray

_get_breakpoints ( ) virtual const

Texture2D

_get_plugin_icon ( ) virtual const

String

_get_plugin_name ( ) virtual const

Dictionary

_get_state ( ) virtual const

void

_get_window_layout ( ConfigFile configuration ) virtual

bool

_handles ( Variant object ) virtual const

bool

_has_main_screen ( ) virtual const

void

_make_visible ( bool visible ) virtual

void

_save_external_data ( ) virtual

void

_set_state ( Dictionary state ) virtual

void

_set_window_layout ( ConfigFile configuration ) virtual

void

add_autoload_singleton ( String name, String path )

Button

add_control_to_bottom_panel ( Control control, String title )

void

add_control_to_container ( CustomControlContainer container, Control control )

void

add_control_to_dock ( DockSlot slot, Control control )

void

add_custom_type ( String type, String base, Script script, Texture2D icon )

void

add_debugger_plugin ( EditorDebuggerPlugin script )

void

add_export_plugin ( EditorExportPlugin plugin )

void

add_import_plugin ( EditorImportPlugin importer, bool first_priority=false )

void

add_inspector_plugin ( EditorInspectorPlugin plugin )

void

add_node_3d_gizmo_plugin ( EditorNode3DGizmoPlugin plugin )

void

add_resource_conversion_plugin ( EditorResourceConversionPlugin plugin )

void

add_scene_format_importer_plugin ( EditorSceneFormatImporter scene_format_importer, bool first_priority=false )

void

add_scene_post_import_plugin ( EditorScenePostImportPlugin scene_import_plugin, bool first_priority=false )

void

add_tool_menu_item ( String name, Callable callable )

void

add_tool_submenu_item ( String name, PopupMenu submenu )

void

add_translation_parser_plugin ( EditorTranslationParserPlugin parser )

void

add_undo_redo_inspector_hook_callback ( Callable callable )

EditorInterface

get_editor_interface ( )

PopupMenu

get_export_as_menu ( )

ScriptCreateDialog

get_script_create_dialog ( )

EditorUndoRedoManager

get_undo_redo ( )

void

hide_bottom_panel ( )

void

make_bottom_panel_item_visible ( Control item )

void

queue_save_layout ( )

void

remove_autoload_singleton ( String name )

void

remove_control_from_bottom_panel ( Control control )

void

remove_control_from_container ( CustomControlContainer container, Control control )

void

remove_control_from_docks ( Control control )

void

remove_custom_type ( String type )

void

remove_debugger_plugin ( EditorDebuggerPlugin script )

void

remove_export_plugin ( EditorExportPlugin plugin )

void

remove_import_plugin ( EditorImportPlugin importer )

void

remove_inspector_plugin ( EditorInspectorPlugin plugin )

void

remove_node_3d_gizmo_plugin ( EditorNode3DGizmoPlugin plugin )

void

remove_resource_conversion_plugin ( EditorResourceConversionPlugin plugin )

void

remove_scene_format_importer_plugin ( EditorSceneFormatImporter scene_format_importer )

void

remove_scene_post_import_plugin ( EditorScenePostImportPlugin scene_import_plugin )

void

remove_tool_menu_item ( String name )

void

remove_translation_parser_plugin ( EditorTranslationParserPlugin parser )

void

remove_undo_redo_inspector_hook_callback ( Callable callable )

void

set_force_draw_over_forwarding_enabled ( )

void

set_input_event_forwarding_always_enabled ( )

int

update_overlays ( ) const


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.

CustomControlContainer CONTAINER_SPATIAL_EDITOR_MENU = 1

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.

CustomControlContainer CONTAINER_CANVAS_EDITOR_MENU = 5

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 ( Variant 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

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

Must return EditorPlugin.AFTER_GUI_INPUT_PASS in order to forward the InputEvent to other Editor classes.

Example:

# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_3d_gui_input(camera, event):
    return EditorPlugin.AFTER_GUI_INPUT_STOP if event is InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS

void _forward_canvas_draw_over_viewport ( Control viewport_control ) virtual

Called by the engine when the 2D editor's viewport is updated. Use the overlay Control for drawing. You can update the viewport manually by calling update_overlays.

func _forward_canvas_draw_over_viewport(overlay):
    # Draw a circle at cursor position.
    overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)

func _forward_canvas_gui_input(event):
    if event is InputEventMouseMotion:
        # Redraw viewport when cursor is moved.
        update_overlays()
        return true
    return false

void _forward_canvas_force_draw_over_viewport ( Control viewport_control ) virtual

This method is the same as _forward_canvas_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.


bool _forward_canvas_gui_input ( InputEvent event ) virtual

Called when there is a root node in the current edited scene, _handles is implemented and an InputEvent happens in the 2D viewport. Intercepts the InputEvent, if return true EditorPlugin consumes the event, otherwise forwards event to other Editor classes.

Example:

# Prevents the InputEvent from reaching other Editor classes.
func _forward_canvas_gui_input(event):
    return true

Must return false in order to forward the InputEvent to other Editor classes.

Example:

# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_canvas_gui_input(event):
    if (event is InputEventMouseMotion):
        return true
    return false

PackedStringArray _get_breakpoints ( ) virtual const

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.


Texture2D _get_plugin_icon ( ) virtual const

Override this method in your plugin to return a Texture2D in order to give it an icon.

For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.

Ideally, the plugin icon should be white with a transparent background and 16x16 pixels in size.

func _get_plugin_icon():
    # You can use a custom icon:
    return preload("res://addons/my_plugin/my_plugin_icon.svg")
    # Or use a built-in icon:
    return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons")

String _get_plugin_name ( ) virtual const

Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor.

For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.


Dictionary _get_state ( ) virtual const

Override this method to provide a state data you want to be saved, like view position, grid settings, folding, etc. 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). This data is automatically saved for each scene in an editstate file in the editor metadata folder. If you want to store global (scene-independent) editor data for your plugin, you can use _get_window_layout instead.

Use _set_state to restore your saved state.

Note: This method should not be used to save important settings that should persist with the project.

Note: You must implement _get_plugin_name for the state to be stored and restored correctly.

func _get_state():
    var state = {"zoom": zoom, "preferred_color": my_color}
    return state

void _get_window_layout ( ConfigFile configuration ) virtual

Override this method to provide the GUI layout of the plugin or any other data you want to be stored. This is used to save the project's editor layout when queue_save_layout is called or the editor layout was changed (for example changing the position of a dock). The data is stored in the editor_layout.cfg file in the editor metadata directory.

Use _set_window_layout to restore your saved layout.

func _get_window_layout(configuration):
    configuration.set_value("MyPlugin", "window_position", $Window.position)
    configuration.set_value("MyPlugin", "icon_color", $Icon.modulate)

bool _handles ( Variant object ) virtual const

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 _edit and _make_visible called when the editor requests them. If you have declared the methods _forward_canvas_gui_input and _forward_3d_gui_input these will be called too.


bool _has_main_screen ( ) virtual const

Returns true if this is a main screen editor plugin (it goes in the workspace selector together with 2D, 3D, Script and AssetLib).

When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of EditorInterface.get_base_control and made visible inside _make_visible.

Use _get_plugin_name and _get_plugin_icon to customize the plugin button's appearance.

var plugin_control

func _enter_tree():
    plugin_control = preload("my_plugin_control.tscn").instantiate()
    get_editor_interface().get_editor_main_screen().add_child(plugin_control)
    plugin_control.hide()

func _has_main_screen():
    return true

func _make_visible(visible):
    plugin_control.visible = visible

func _get_plugin_name():
    return "My Super Cool Plugin 3000"

func _get_plugin_icon():
    return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons")

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 _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_state ( Dictionary state ) virtual

Restore the state saved by _get_state. This method is called when the current scene tab is changed in the editor.

Note: Your plugin must implement _get_plugin_name, otherwise it will not be recognized and this method will not be called.

func _set_state(data):
    zoom = data.get("zoom", 1.0)
    preferred_color = data.get("my_color", Color.WHITE)