ScriptEditor

Inherits: PanelContainer < Container < Control < CanvasItem < Node < Object

Godot editor's script editor.

Description

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

Methods

ScriptEditorBase

get_current_editor ( ) const

Script

get_current_script ( )

ScriptEditorBase[]

get_open_script_editors ( ) const

Script[]

get_open_scripts ( ) const

void

goto_line ( int line_number )

void

open_script_create_dialog ( String base_name, String base_path )

void

register_syntax_highlighter ( EditorSyntaxHighlighter syntax_highlighter )

void

unregister_syntax_highlighter ( EditorSyntaxHighlighter syntax_highlighter )

Signals

  • editor_script_changed ( Script script )

Emitted when user changed active script. Argument is a freshly activated Script.


  • script_close ( Script script )

Emitted when editor is about to close the active script. Argument is a Script that is going to be closed.

Method Descriptions

Returns the ScriptEditorBase object that the user is currently editing.


  • Script get_current_script ( )

Returns a Script that is currently active in editor.


Returns an array with all ScriptEditorBase objects which are currently open in editor.


Returns an array with all Script objects which are currently open in editor.


  • void goto_line ( int line_number )

Goes to the specified line in the current script.


  • void open_script_create_dialog ( String base_name, String base_path )

Opens the script create dialog. The script will extend base_name. The file extension can be omitted from base_path. It will be added based on the selected scripting language.


Registers the EditorSyntaxHighlighter to the editor, the EditorSyntaxHighlighter will be available on all open scripts.

Note: Does not apply to scripts that are already opened.


Unregisters the EditorSyntaxHighlighter from the editor.

Note: The EditorSyntaxHighlighter will still be applied to scripts that are already opened.