ScriptEditor
Inherits:PanelContainer<Container<Control<CanvasItem<Node<Object
Godot editor's script editor.
Description
Godot editor's script editor.
Note: This class shouldn't be instantiated directly. Instead, access the singleton usingEditorInterface.get_script_editor().
Methods
open_script_create_dialog(base_name:String, base_path:String) | |
register_syntax_highlighter(syntax_highlighter:EditorSyntaxHighlighter) | |
unregister_syntax_highlighter(syntax_highlighter:EditorSyntaxHighlighter) | |
update_docs_from_script(script:Script) |
Signals
editor_script_changed(script:Script)🔗
Emitted when user changed active script. Argument is a freshly activatedScript.
Emitted when editor is about to close the active script. Argument is aScript that is going to be closed.
Method Descriptions
PackedStringArrayget_breakpoints()🔗
Returns array of breakpoints.
ScriptEditorBaseget_current_editor()const🔗
Returns theScriptEditorBase object that the user is currently editing.
Returns aScript that is currently active in editor.
Array[ScriptEditorBase]get_open_script_editors()const🔗
Returns an array with allScriptEditorBase objects which are currently open in editor.
Array[Script]get_open_scripts()const🔗
Returns an array with allScript objects which are currently open in editor.
Opens help for the given topic. Thetopic
is an encoded string that controls which class, method, constant, signal, annotation, property, or theme item should be focused.
The supportedtopic
formats includeclass_name:class
,class_method:class:method
,class_constant:class:constant
,class_signal:class:signal
,class_annotation:class:@annotation
,class_property:class:property
, andclass_theme_item:class:item
, whereclass
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, anditem
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
voidgoto_line(line_number:int)🔗
Goes to the specified line in the current script.
voidopen_script_create_dialog(base_name:String, base_path:String)🔗
Opens the script create dialog. The script will extendbase_name
. The file extension can be omitted frombase_path
. It will be added based on the selected scripting language.
voidregister_syntax_highlighter(syntax_highlighter:EditorSyntaxHighlighter)🔗
Registers theEditorSyntaxHighlighter to the editor, theEditorSyntaxHighlighter will be available on all open scripts.
Note: Does not apply to scripts that are already opened.
voidunregister_syntax_highlighter(syntax_highlighter:EditorSyntaxHighlighter)🔗
Unregisters theEditorSyntaxHighlighter from the editor.
Note: TheEditorSyntaxHighlighter will still be applied to scripts that are already opened.
voidupdate_docs_from_script(script:Script)🔗
Updates the documentation for the givenscript
if the script's documentation is currently open.
Note: This should be called whenever the script is changed to keep the open documentation state up to date.