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ScriptEditor
Hérite de : PanelContainer < Container < Control < CanvasItem < Node < Object
Éditeur de script de l'éditeur Godot.
Description
L'éditeur de script de l'éditeur Godot.
Note : Cette classe ne devrait pas être instanciée directement. Accédez plutôt au singleton en utilisant EditorInterface.get_script_editor().
Méthodes
void |
clear_docs_from_script(script: Script) |
close_file(path: String) |
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get_current_editor() const |
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get_open_script_editors() const |
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get_open_scripts() const |
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get_unsaved_files() const |
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void |
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void |
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void |
open_script_create_dialog(base_name: String, base_path: String) |
void |
register_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter) |
void |
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void |
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void |
unregister_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter) |
void |
update_docs_from_script(script: Script) |
Signaux
editor_script_changed(script: Script) 🔗
Émis lorsque l'utilisateur a changé de script actif. L'argument est un Script fraîchement activé.
script_close(script: Script) 🔗
Émis lorsque l'éditeur est sur le point de fermer le script actif. L'argument est un Script qui va être fermé.
Descriptions des méthodes
void clear_docs_from_script(script: Script) 🔗
Supprime la documentation pour le script donné.
Note : Cela devrait être appelé chaque fois que le script est changé pour garder l'état de la documentation ouverte à jour.
Error close_file(path: String) 🔗
Closes the file at the given path, discarding any unsaved changes.
Returns @GlobalScope.OK on success or @GlobalScope.ERR_FILE_NOT_FOUND if the file is not found.
PackedStringArray get_breakpoints() 🔗
Renvoie le tableau des points d'arrêt.
ScriptEditorBase get_current_editor() const 🔗
Renvoie l'objet ScriptEditorBase que l'utilisateur est actuellement en train d'éditer.
Renvoie le Script actuellement actif dans l'éditeur.
Array[ScriptEditorBase] get_open_script_editors() const 🔗
Renvoie un tableau avec tous les objets ScriptEditorBase qui sont actuellement ouverts dans l'éditeur.
Array[Script] get_open_scripts() const 🔗
Renvoie un tableau avec tous les objets Script qui sont actuellement ouverts dans l'éditeur.
PackedStringArray get_unsaved_files() const 🔗
Returns an array of file paths of scripts with unsaved changes open in the editor.
void goto_help(topic: String) 🔗
Opens help for the given topic. The topic is an encoded string that controls which class, method, constant, signal, annotation, property, or theme item should be focused.
The supported topic formats include class_name:class, class_method:class:method, class_constant:class:constant, class_signal:class:signal, class_annotation:class:@annotation, class_property:class:property, and class_theme_item:class:item, where class is the class name, method is the method name, constant is the constant name, signal is the signal name, annotation is the annotation name, property is the property name, and item is the theme item.
# Shows help for the Node class.
class_name:Node
# Shows help for the global min function.
# Global objects are accessible in the `@GlobalScope` namespace, shown here.
class_method:@GlobalScope:min
# Shows help for get_viewport in the Node class.
class_method:Node:get_viewport
# Shows help for the Input constant MOUSE_BUTTON_MIDDLE.
class_constant:Input:MOUSE_BUTTON_MIDDLE
# Shows help for the BaseButton signal pressed.
class_signal:BaseButton:pressed
# Shows help for the CanvasItem property visible.
class_property:CanvasItem:visible
# Shows help for the GDScript annotation export.
# Annotations should be prefixed with the `@` symbol in the descriptor, as shown here.
class_annotation:@GDScript:@export
# Shows help for the GraphNode theme item named panel_selected.
class_theme_item:GraphNode:panel_selected
void goto_line(line_number: int) 🔗
Va à la ligne spécifiée dans le script actuel.
void open_script_create_dialog(base_name: String, base_path: String) 🔗
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.
void register_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter) 🔗
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.
void reload_open_files() 🔗
Reloads all currently opened files. This should be used when opened files are changed outside of the script editor. The user may be prompted to resolve file conflicts, see EditorSettings.text_editor/behavior/files/auto_reload_scripts_on_external_change.
void save_all_scripts() 🔗
Saves all open scripts.
void unregister_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter) 🔗
Unregisters the EditorSyntaxHighlighter from the editor.
Note: The EditorSyntaxHighlighter will still be applied to scripts that are already opened.
void update_docs_from_script(script: Script) 🔗
Updates the documentation for the given script.
Note: This should be called whenever the script is changed to keep the open documentation state up to date.