EditorPlugin

    Category: Core

    Used by the editor to extend its functionality.

    Methods

    • main_screen_changed ( screen_name )

    Emitted when user changes the workspace (2D, 3D, Script, AssetLib). Also works with custom screens defined by plugins.



    • scene_changed ( 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:

    • CONTAINER_TOOLBAR = 0
    • CONTAINER_SPATIAL_EDITOR_MENU = 1
    • CONTAINER_SPATIAL_EDITOR_SIDE_LEFT = 2
    • CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT = 3
    • CONTAINER_SPATIAL_EDITOR_BOTTOM = 4
    • CONTAINER_CANVAS_EDITOR_MENU = 5
    • CONTAINER_CANVAS_EDITOR_SIDE_LEFT = 6
    • CONTAINER_CANVAS_EDITOR_SIDE_RIGHT = 7
    • CONTAINER_CANVAS_EDITOR_BOTTOM = 8
    • CONTAINER_PROPERTY_EDITOR_BOTTOM = 9

    enum DockSlot:

    • DOCK_SLOT_LEFT_UL = 0
    • DOCK_SLOT_LEFT_BL = 1
    • DOCK_SLOT_LEFT_UR = 2
    • DOCK_SLOT_LEFT_BR = 3
    • DOCK_SLOT_RIGHT_UL = 4
    • DOCK_SLOT_RIGHT_BL = 5
    • DOCK_SLOT_RIGHT_UR = 6
    • DOCK_SLOT_MAX = 8 — Represents the size of the enum.

    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. Also see EditorScript to add functions to the editor.

    Tutorials

    • void add_autoload_singleton ( String name, path )

    Add a script at to the Autoload list as name.


    Add 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 and free it with queue_free().


    Add a custom control to a container (see CONTAINER_* enum). There are many locations where custom controls can be added 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 queue_free().


    • void add_control_to_dock ( slot, Control control )

    Add the control to a specific dock slot (see DOCK_* enum for options).

    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 and free it with queue_free().


    • void add_custom_type ( String type, base, Script script, icon )

    When given node or resource is selected, the base type will be instanced (ie, “Spatial”, “Control”, “Resource”), then the script will be loaded and set to this object.

    You can use the virtual method handles to check if your custom object is being edited by checking the script or using ‘is’ keyword.

    During run-time, this will be a simple object with a script so this function does not need to be called then.


    • void add_export_plugin ( plugin )


    • void add_inspector_plugin ( plugin )


    • void add_spatial_gizmo_plugin ( plugin )

    • void add_tool_menu_item ( String name, handler, String callback, ud=null )

    Adds a custom menu item to Project > Tools as name that calls callback on an instance of with a parameter ud when user activates it.


    • void add_tool_submenu_item ( String name, submenu )

    Adds a custom submenu under Project > Tools > name. submenu should be an object of class PopupMenu. This submenu should be cleaned up using remove_tool_menu_item(name).


    • 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.


    • build ( ) virtual

    • 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

    • 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.


    • void enable_plugin ( ) virtual

    • void forward_canvas_draw_over_viewport ( overlay ) virtual

    This method is called when there is an input event in the 2D viewport, e.g. the user clicks with the mouse in the 2D space (canvas GUI). Keep in mind that for this method to be called you have to first declare the virtual method handles so the editor knows that you want to work with the workspace:

    Also note that the edited scene must have a root node.


    • void forward_canvas_force_draw_over_viewport ( overlay ) virtual

    • bool forward_canvas_gui_input ( event ) virtual

    This method is called when there is an input event in the 3D viewport, e.g. the user clicks with the mouse in the 3D space (spatial GUI). Keep in mind that for this method to be called you have to first declare the virtual method so the editor knows that you want to work with the workspace:

    1. func handles(object):
    2. return true

    Also note that the edited scene must have a root node.


    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


    • get_editor_interface ( )

    Returns the EditorInterface object that gives you control over Godot editor’s window and its functionalities.



    • get_plugin_name ( ) virtual

    Gets the Editor’s dialogue used for making scripts. Note that users can configure it before use.


    • get_state ( ) virtual

    Get the undo/redo object. Most actions in the editor can be undoable, so use this object to make sure this happens when it’s worth it.


    • void get_window_layout ( layout ) virtual

    Get the GUI layout of the plugin. 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).


    • handles ( Object object ) virtual

    Implement this function if your plugin edits a specific type of object (Resource or Node). If you return , then you will get the functions and make_visible called when the editor requests them. If you have declared the methods and forward_spatial_gui_input these will be called too.


    • has_main_screen ( ) virtual

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


    • void hide_bottom_panel ( )

    • void make_bottom_panel_item_visible ( Control item )

    • void make_visible ( 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 queue_save_layout ( ) const

    Queue save the project’s editor layout.


    • void remove_autoload_singleton ( String name )

    Remove an Autoload name from the list.


    • void remove_control_from_bottom_panel ( control )

    Remove the control from the bottom panel. You have to manually queue_free() the control.


    Remove the control from the specified container. You have to manually queue_free() the control.


    • void remove_control_from_docks ( Control control )

    Remove the control from the dock. You have to manually queue_free() the control.


    • void remove_custom_type ( type )

    Remove a custom type added by add_custom_type


    • void remove_export_plugin ( plugin )


    • void remove_inspector_plugin ( plugin )


    • void remove_spatial_gizmo_plugin ( plugin )

    • void remove_tool_menu_item ( String name )

    Removes a menu name from ‘Project > Tools’.


    • 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_force_draw_over_forwarding_enabled ( )

    • void set_input_event_forwarding_always_enabled ( )

    Use this method if you always want to receive inputs from 3D view screen inside . It might be especially usable if your plugin will want to use raycast in the scene.


    Restore the state saved by .


    • void set_window_layout ( ConfigFile layout ) virtual

    • update_overlays ( ) const

    Updates the overlays of the editor (2D/3D) viewport.