EditorPlugin
Hérité par : GridMapEditorPlugin
Utiliser par l'éditeur pour augmenter ses fonctionnalités.
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.
Note: Some names in this class contain "left" or "right" (e.g. DOCK_SLOT_LEFT_UL). These APIs assume left-to-right layout, and would be backwards when using right-to-left layout. These names are kept for compatibility reasons.
Tutoriels
Méthodes
Signaux
main_screen_changed(screen_name: String) 🔗
Emitted when user changes the workspace (2D, 3D, Script, Game, AssetLib). Also works with custom screens defined by plugins.
project_settings_changed() 🔗
Obsolète : Use ProjectSettings.settings_changed instead.
Émis quand un paramètre du projet a changé.
resource_saved(resource: Resource) 🔗
Emitted when the given resource was saved on disc. See also scene_saved.
scene_changed(scene_root: Node) 🔗
Émis lorsque la scène est changée dans l'éditeur. L'argument renverra le nœud racine de la scène qui vient de devenir active. Si cette scène est nouvelle et vide, l'argument sera null.
scene_closed(filepath: String) 🔗
Emitted when user closes a scene. The argument is a file path to the closed scene.
scene_saved(filepath: String) 🔗
Emitted when a scene was saved on disc. The argument is a file path to the saved scene. See also resource_saved.
Énumérations
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
Barre latérale gauche de l'éditeur 3D.
CustomControlContainer CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT = 3
Barre latérale droite de l'éditeur 3D.
CustomControlContainer CONTAINER_SPATIAL_EDITOR_BOTTOM = 4
Panneau inférieur de l'éditeur 3D.
The toolbar that appears when 2D editor is active.
CustomControlContainer CONTAINER_CANVAS_EDITOR_SIDE_LEFT = 6
Barre latérale gauche de l'éditeur 2D.
CustomControlContainer CONTAINER_CANVAS_EDITOR_SIDE_RIGHT = 7
Barre latérale droite de l'éditeur 2D.
CustomControlContainer CONTAINER_CANVAS_EDITOR_BOTTOM = 8
Panneau inférieur de l'éditeur 2D.
CustomControlContainer CONTAINER_INSPECTOR_BOTTOM = 9
Section inférieure de l'inspecteur.
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 (in default layout includes Inspector, Node, and History docks).
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 (empty in default layout).
DockSlot DOCK_SLOT_RIGHT_BR = 7
Dock slot, right side, bottom-right (empty in default layout).
DockSlot DOCK_SLOT_MAX = 8
Représente la taille de l’enum DockSlot.
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.
Descriptions des méthodes
void _apply_changes() virtual 🔗
Cette méthode est appelée lorsque l'éditeur est sur le point d'enregistrer le projet, passer à un autre onglet, etc. Il demande au greffon d'appliquer tout changement d'état qui serait en attente pour garder une certaine cohérence.
Ceci est utilisé, par exemple, dans les éditeurs d'ombres pour signaler au greffon qu'il doit appliquer le shader d'ombre écrit par l'utilisateur à l'objet.
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 🔗
Efface tout l'état et réinitialise à zéro l'objet modifié. Cela garantit que votre greffon ne maintient pas l'édition d'un nœud existant ou d'une autre scène.
void _disable_plugin() virtual 🔗
Appelé par le moteur lorsque l'utilisateur désactive le EditorPlugin dans l'onglet Greffon de la fenêtre des paramètres du projet.
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 🔗
Appelé par le moteur lorsque l'utilisateur active le EditorPlugin dans l'onglet Greffon de la fenêtre des paramètres du projet.
void _forward_3d_draw_over_viewport(viewport_control: Control) virtual 🔗
Called by the engine when the 3D editor's viewport is updated. viewport_control is an overlay on top of the viewport and it can be used for drawing. You can update the viewport manually by calling update_overlays().
func _forward_3d_draw_over_viewport(overlay):
# Draw a circle at the cursor's position.
overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)
func _forward_3d_gui_input(camera, event):
if event is InputEventMouseMotion:
# Redraw the viewport when the 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 the cursor's position.
viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
}
public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D viewportCamera, InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
// Redraw the viewport when the cursor is moved.
UpdateOverlays();
return EditorPlugin.AfterGuiInput.Stop;
}
return EditorPlugin.AfterGuiInput.Pass;
}
void _forward_3d_force_draw_over_viewport(viewport_control: 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(viewport_camera: Camera3D, event: InputEvent) 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.
# 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;
}
This method must return AFTER_GUI_INPUT_PASS in order to forward the InputEvent to other Editor classes.
# 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
// Consumes InputEventMouseMotion and forwards other InputEvent types.
public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D camera, InputEvent @event)
{
return @event is InputEventMouseMotion ? EditorPlugin.AfterGuiInput.Stop : EditorPlugin.AfterGuiInput.Pass;
}
void _forward_canvas_draw_over_viewport(viewport_control: Control) virtual 🔗
Called by the engine when the 2D editor's viewport is updated. viewport_control is an overlay on top of the viewport and it can be used for drawing. You can update the viewport manually by calling update_overlays().
func _forward_canvas_draw_over_viewport(overlay):
# Draw a circle at the cursor's position.
overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)
func _forward_canvas_gui_input(event):
if event is InputEventMouseMotion:
# Redraw the viewport when the cursor is moved.
update_overlays()
return true
return false
public override void _ForwardCanvasDrawOverViewport(Control viewportControl)
{
// Draw a circle at the cursor's position.
viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
}
public override bool _ForwardCanvasGuiInput(InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
// Redraw the viewport when the cursor is moved.
UpdateOverlays();
return true;
}
return false;
}
void _forward_canvas_force_draw_over_viewport(viewport_control: 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(event: InputEvent) virtual 🔗
Called when there is a root node in the current edited scene, _handles() is implemented, and an InputEvent happens in the 2D viewport. If this method returns true, event is intercepted by this EditorPlugin, otherwise event is forwarded to other Editor classes.
# Prevents the InputEvent from reaching other Editor classes.
func _forward_canvas_gui_input(event):
return true
// Prevents the InputEvent from reaching other Editor classes.
public override bool ForwardCanvasGuiInput(InputEvent @event)
{
return true;
}
This method must return false in order to forward the InputEvent to other Editor classes.
# Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_canvas_gui_input(event):
if (event is InputEventMouseMotion):
return true
return false
// Consumes InputEventMouseMotion and forwards other InputEvent types.
public override bool _ForwardCanvasGuiInput(InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
return true;
}
return false;
}
PackedStringArray _get_breakpoints() virtual const 🔗
C'est pour les éditeurs qui modifient des objets basés sur des scripts. Vous pouvez renvoyer une liste de points d'arrêt avec le format (script:line), par exemple : 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", "Game", and "AssetLib" buttons.
Ideally, the plugin icon should be white with a transparent background and 16×16 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 EditorInterface.get_editor_theme().get_icon("Node", "EditorIcons")
public override Texture2D _GetPluginIcon()
{
// You can use a custom icon:
return ResourceLoader.Load<Texture2D>("res://addons/my_plugin/my_plugin_icon.svg");
// Or use a built-in icon:
return EditorInterface.Singleton.GetEditorTheme().GetIcon("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", "Game", and "AssetLib" buttons.
Dictionary _get_state() virtual const 🔗
Redéfinissez cette méthode pour fournir des données d'état que vous souhaitez enregistrer, comme la position de la vue, les paramètres de grille, les repliages, etc. Ceci est utilisé pour enregistrer la scène (pour que l'état soit maintenu lors de l'ouverture suivante) et pour changer d'onglet (pour que l'état soit restauré quand l'onglet est ouvert à nouveau). Ces données sont automatiquement sauvegardées pour chaque scène dans un fichier editstate dans le dossier de métadonnées de l'éditeur. Si vous souhaitez stocker des données globales de l'éditeur (indépendantes de la scène) pour votre plugin, utilisez _get_window_layout() à la place.
Utilisez _set_state() pour restaurer votre état sauvegardé.
Note : Cette méthode ne devrait pas être utilisée pour sauvegarder des paramètres importants qui devraient persister dans le projet.
Note : Vous devez implémenter _get_plugin_name() pour que l'état soit stocké et restauré correctement.
func get_state():
var etat = {"zoom": zoom, "preferred_color": ma_couleur }
return etat
String _get_unsaved_status(for_scene: String) virtual const 🔗
Override this method to provide a custom message that lists unsaved changes. The editor will call this method when exiting or when closing a scene, and display the returned string in a confirmation dialog. Return empty string if the plugin has no unsaved changes.
When closing a scene, for_scene is the path to the scene being closed. You can use it to handle built-in resources in that scene.
If the user confirms saving, _save_external_data() will be called, before closing the editor.
func _get_unsaved_status(for_scene):
if not unsaved:
return ""
if for_scene.is_empty():
return "Save changes in MyCustomPlugin before closing?"
else:
return "Scene %s has changes from MyCustomPlugin. Save before closing?" % for_scene.get_file()
func _save_external_data():
unsaved = false
If the plugin has no scene-specific changes, you can ignore the calls when closing scenes:
func _get_unsaved_status(for_scene):
if not for_scene.is_empty():
return ""
void _get_window_layout(configuration: ConfigFile) 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(object: 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.
Note: Each plugin should handle only one type of objects at a time. If a plugin handles more types of objects and they are edited at the same time, it will result in errors.
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, Game, 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_editor_main_screen() 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()
EditorInterface.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 EditorInterface.get_editor_theme().get_icon("Node", "EditorIcons")
void _make_visible(visible: bool) virtual 🔗
Cette fonction sera appelée lorsqu'il est demandé à l'éditeur de devenir visible. Il est utilisé pour les greffons qui modifient un type d'objet spécifique.
Rappelez-vous que vous devez gérer manuellement la visibilité de tous les contrôles de votre éditeur.
void _save_external_data() virtual 🔗
Cette méthode est appelée après que l'éditeur enregistre le projet ou lorsqu'il est fermé. Il demande au greffon d'enregistrer les scènes et ressources externes modifiées.
void _set_state(state: Dictionary) virtual 🔗
Restaure l'état enregistré par _get_state(). Cette méthode est appelée lorsque l'onglet de scène actuelle est changé dans l'éditeur.
Note : Votre plugin doit implémenter _get_plugin_name(), sinon il ne sera pas reconnu et cette méthode ne sera pas appelée.
func set_state(data):
zoom = data.get("zoom", 1.0)
couleur_preferee= data.get("ma_couleur", Color.WHITE)
void _set_window_layout(configuration: ConfigFile) virtual 🔗
Restore the plugin GUI layout and data saved by _get_window_layout(). This method is called for every plugin on editor startup. Use the provided configuration file to read your saved data.
func _set_window_layout(configuration):
$Window.position = configuration.get_value("MyPlugin", "window_position", Vector2())
$Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.WHITE)
void add_autoload_singleton(name: String, path: String) 🔗
Adds a script at path to the Autoload list as name.
Adds a plugin to the context menu. slot is the context menu where the plugin will be added.
Note: A plugin instance can belong only to a single context menu slot.
Button add_control_to_bottom_panel(control: Control, title: String, shortcut: Shortcut = null) 🔗
Adds a control to the bottom panel (together with Output, Debug, Animation, etc.). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with remove_control_from_bottom_panel() and free it with Node.queue_free().
Optionally, you can specify a shortcut parameter. When pressed, this shortcut will toggle the bottom panel's visibility. See the default editor bottom panel shortcuts in the Editor Settings for inspiration. Per convention, they all use Alt modifier.
void add_control_to_container(container: CustomControlContainer, control: Control) 🔗
Adds a custom control to a container in the editor UI.
Please remember that you have to manage the visibility of your custom controls yourself (and likely hide it after adding it).
When your plugin is deactivated, make sure to remove your custom control with remove_control_from_container() and free it with Node.queue_free().
void add_control_to_dock(slot: DockSlot, control: Control, shortcut: Shortcut = null) 🔗
Adds the control to a specific dock slot.
If the dock is repositioned and as long as the plugin is active, the editor will save the dock position on further sessions.
When your plugin is deactivated, make sure to remove your custom control with remove_control_from_docks() and free it with Node.queue_free().
Optionally, you can specify a shortcut parameter. When pressed, this shortcut will open and focus the dock.
void add_custom_type(type: String, base: String, script: Script, icon: Texture2D) 🔗
Adds a custom type, which will appear in the list of nodes or resources.
When a given node or resource is selected, the base type will be instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.
Note: The base type is the base engine class which this type's class hierarchy inherits, not any custom type parent classes.
You can use the virtual method _handles() to check if your custom object is being edited by checking the script or using the is keyword.
During run-time, this will be a simple object with a script so this function does not need to be called then.
Note: Custom types added this way are not true classes. They are just a helper to create a node with specific script.
void add_debugger_plugin(script: EditorDebuggerPlugin) 🔗
Adds a Script as debugger plugin to the Debugger. The script must extend EditorDebuggerPlugin.
void add_export_platform(platform: EditorExportPlatform) 🔗
Registers a new EditorExportPlatform. Export platforms provides functionality of exporting to the specific platform.
void add_export_plugin(plugin: EditorExportPlugin) 🔗
Enregistre un nouveau EditorExportPlugin. Les greffons d'exportation sont utilisés pour effectuer des tâches lorsque le projet est exporté.
Voir add_inspector_plugin() pour un exemple sur comment enregistrer un greffon.
void add_import_plugin(importer: EditorImportPlugin, first_priority: bool = false) 🔗
Registers a new EditorImportPlugin. Import plugins are used to import custom and unsupported assets as a custom Resource type.
If first_priority is true, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
Note: If you want to import custom 3D asset formats use add_scene_format_importer_plugin() instead.
See add_inspector_plugin() for an example of how to register a plugin.
void add_inspector_plugin(plugin: EditorInspectorPlugin) 🔗
Registers a new EditorInspectorPlugin. Inspector plugins are used to extend EditorInspector and provide custom configuration tools for your object's properties.
Note: Always use remove_inspector_plugin() to remove the registered EditorInspectorPlugin when your EditorPlugin is disabled to prevent leaks and an unexpected behavior.
const MyInspectorPlugin = preload("res://addons/your_addon/path/to/your/script.gd")
var inspector_plugin = MyInspectorPlugin.new()
func _enter_tree():
add_inspector_plugin(inspector_plugin)
func _exit_tree():
remove_inspector_plugin(inspector_plugin)
void add_node_3d_gizmo_plugin(plugin: EditorNode3DGizmoPlugin) 🔗
Registers a new EditorNode3DGizmoPlugin. Gizmo plugins are used to add custom gizmos to the 3D preview viewport for a Node3D.
See add_inspector_plugin() for an example of how to register a plugin.
void add_resource_conversion_plugin(plugin: EditorResourceConversionPlugin) 🔗
Registers a new EditorResourceConversionPlugin. Resource conversion plugins are used to add custom resource converters to the editor inspector.
See EditorResourceConversionPlugin for an example of how to create a resource conversion plugin.
void add_scene_format_importer_plugin(scene_format_importer: EditorSceneFormatImporter, first_priority: bool = false) 🔗
Registers a new EditorSceneFormatImporter. Scene importers are used to import custom 3D asset formats as scenes.
If first_priority is true, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
void add_scene_post_import_plugin(scene_import_plugin: EditorScenePostImportPlugin, first_priority: bool = false) 🔗
Add an EditorScenePostImportPlugin. These plugins allow customizing the import process of 3D assets by adding new options to the import dialogs.
If first_priority is true, the new import plugin is inserted first in the list and takes precedence over pre-existing plugins.
Adds a custom menu item to Project > Tools named name. When clicked, the provided callable will be called.
Adds a custom PopupMenu submenu under Project > Tools > name. Use remove_tool_menu_item() on plugin clean up to remove the menu.
void add_translation_parser_plugin(parser: EditorTranslationParserPlugin) 🔗
Registers a custom translation parser plugin for extracting translatable strings from custom files.
void add_undo_redo_inspector_hook_callback(callable: Callable) 🔗
Hooks a callback into the undo/redo action creation when a property is modified in the inspector. This allows, for example, to save other properties that may be lost when a given property is modified.
The callback should have 4 arguments: Object undo_redo, Object modified_object, String property and Variant new_value. They are, respectively, the UndoRedo object used by the inspector, the currently modified object, the name of the modified property and the new value the property is about to take.
EditorInterface get_editor_interface() 🔗
Obsolète : EditorInterface is a global singleton and can be accessed directly by its name.
Returns the EditorInterface singleton instance.
Returns the PopupMenu under Scene > Export As....
String get_plugin_version() const 🔗
Provide the version of the plugin declared in the plugin.cfg config file.
ScriptCreateDialog get_script_create_dialog() 🔗
Obtient le dialogue de l'éditeur utilisé pour faire des scripts.
Note : Les utilisateurs peuvent le configurer avant d'utiliser.
Attention : Supprimer et libérer ce nœud rend une partie de l'éditeur inutile et peut causer un accident.
EditorUndoRedoManager get_undo_redo() 🔗
Obtient l'objet annuler/refaire. La plupart des actions de l'éditeur peuvent être inutilisables, alors utilisez cet objet pour s'assurer que cela se produit quand ça en vaut la peine.
void hide_bottom_panel() 🔗
Réduit le panneau du bas.
void make_bottom_panel_item_visible(item: Control) 🔗
Rend l'élément spécifié visible dans le panneau du bas.
void queue_save_layout() 🔗
Met en file d'attente la sauvegarde de la disposition de l'éditeur du projet.
void remove_autoload_singleton(name: String) 🔗
Removes an Autoload name from the list.
Supprime le plugin de menu contextuel spécifié.
void remove_control_from_bottom_panel(control: Control) 🔗
Retire un contrôle du panneau du bas. Vous devez appeler manuellement Node.queue_free() pour supprimer ce contrôle.
void remove_control_from_container(container: CustomControlContainer, control: Control) 🔗
Retire un contrôle du conteneur spécifié. Vous devez appeler manuellement Node.queue_free() pour supprimer ce contrôle.
void remove_control_from_docks(control: Control) 🔗
Retire un contrôle de la barre d'outils. Vous devez appeler manuellement Node.queue_free() pour supprimer ce contrôle.
void remove_custom_type(type: String) 🔗
Supprime un type personnalisé ajouté par add_custom_type().
void remove_debugger_plugin(script: EditorDebuggerPlugin) 🔗
Removes the debugger plugin with given script from the Debugger.
void remove_export_platform(platform: EditorExportPlatform) 🔗
Supprime une plate-forme d'export enregistrée par add_export_platform().
void remove_export_plugin(plugin: EditorExportPlugin) 🔗
Supprime un plugin d'exportation enregistré par la add_export_plugin().
void remove_import_plugin(importer: EditorImportPlugin) 🔗
Supprime un plugin importé inscrit par add_import_plugin().
void remove_inspector_plugin(plugin: EditorInspectorPlugin) 🔗
Supprime un plugin d'inspecteur enregistré par add_inspector_plugin().
void remove_node_3d_gizmo_plugin(plugin: EditorNode3DGizmoPlugin) 🔗
Supprime un plugin manipulateur ajouté par add_node_3d_gizmo_plugin().
void remove_resource_conversion_plugin(plugin: EditorResourceConversionPlugin) 🔗
Supprime un plugin de conversion de ressource inscrit par add_resource_conversion_plugin().
void remove_scene_format_importer_plugin(scene_format_importer: EditorSceneFormatImporter) 🔗
Supprime un importeur de format scène inscrit par add_scene_format_importer_plugin().
void remove_scene_post_import_plugin(scene_import_plugin: EditorScenePostImportPlugin) 🔗
Supprime l'EditorScenePostImportPlugin, ajouté avec add_scene_post_import_plugin().
Removes a menu name from Project > Tools.
void remove_translation_parser_plugin(parser: EditorTranslationParserPlugin) 🔗
Supprime un plugin de parsing de traduction personnalisé enregistré par add_translation_parser_plugin().
void remove_undo_redo_inspector_hook_callback(callable: Callable) 🔗
Removes a callback previously added by add_undo_redo_inspector_hook_callback().
void set_dock_tab_icon(control: Control, icon: Texture2D) 🔗
Sets the tab icon for the given control in a dock slot. Setting to null removes the icon.
void set_force_draw_over_forwarding_enabled() 🔗
Enables calling of _forward_canvas_force_draw_over_viewport() for the 2D editor and _forward_3d_force_draw_over_viewport() for the 3D editor when their viewports are updated. You need to call this method only once and it will work permanently for this plugin.
void set_input_event_forwarding_always_enabled() 🔗
Use this method if you always want to receive inputs from 3D view screen inside _forward_3d_gui_input(). It might be especially usable if your plugin will want to use raycast in the scene.
Updates the overlays of the 2D and 3D editor viewport. Causes methods _forward_canvas_draw_over_viewport(), _forward_canvas_force_draw_over_viewport(), _forward_3d_draw_over_viewport() and _forward_3d_force_draw_over_viewport() to be called.