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Godot editor's command palette.
Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through Editor > Command Palette menu.
Command key names use slash delimiters to distinguish sections, for example:
example will be the section name.
var command_palette = EditorInterface.get_command_palette() # external_command is a function that will be called with the command is executed. var command_callable = Callable(self, "external_command").bind(arguments) command_palette.add_command("command", "test/command",command_callable)
EditorCommandPalette commandPalette = EditorInterface.Singleton.GetCommandPalette(); // ExternalCommand is a function that will be called with the command is executed. Callable commandCallable = new Callable(this, MethodName.ExternalCommand); commandPalette.AddCommand("command", "test/command", commandCallable)
Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_command_palette.
Adds a custom command to EditorCommandPalette.
command_name: String (Name of the Command. This is displayed to the user.)
key_name: String (Name of the key for a particular Command. This is used to uniquely identify the Command.)
binded_callable: Callable (Callable of the Command. This will be executed when the Command is selected.)
shortcut_text: String (Shortcut text of the Command if available.)
void remove_command ( String key_name )
Removes the custom command from EditorCommandPalette.
key_name: String (Name of the key for a particular Command.)