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Merge pull request #75694 from YuriSizov/editor-hot-singleton-interfaces-in-your-area
Make `EditorInterface` accessible as a singleton
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commit
b78d52b693
@ -1463,6 +1463,10 @@
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<member name="DisplayServer" type="DisplayServer" setter="" getter="">
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The [DisplayServer] singleton.
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</member>
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<member name="EditorInterface" type="EditorInterface" setter="" getter="">
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The [EditorInterface] singleton.
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[b]Note:[/b] Only available in editor builds.
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</member>
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<member name="Engine" type="Engine" setter="" getter="">
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The [Engine] singleton.
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</member>
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@ -8,13 +8,13 @@
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Command key names use slash delimiters to distinguish sections, for example: [code]"example/command1"[/code] then [code]example[/code] will be the section name.
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[codeblocks]
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[gdscript]
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var command_palette = get_editor_interface().get_command_palette()
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var command_palette = EditorInterface.get_command_palette()
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# external_command is a function that will be called with the command is executed.
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var command_callable = Callable(self, "external_command").bind(arguments)
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command_palette.add_command("command", "test/command",command_callable)
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[/gdscript]
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[csharp]
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EditorCommandPalette commandPalette = GetEditorInterface().GetCommandPalette();
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EditorCommandPalette commandPalette = EditorInterface.Singleton.GetCommandPalette();
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// ExternalCommand is a function that will be called with the command is executed.
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Callable commandCallable = new Callable(this, MethodName.ExternalCommand);
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commandPalette.AddCommand("command", "test/command", commandCallable)
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@ -5,7 +5,16 @@
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</brief_description>
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<description>
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[EditorInterface] gives you control over Godot editor's window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], [ScriptEditor], the editor viewport, and information about scenes.
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorPlugin.get_editor_interface].
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton directly by its name.
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[codeblocks]
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[gdscript]
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var editor_settings = EditorInterface.get_editor_settings()
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[/gdscript]
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[csharp]
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// In C# you can access it via the static Singleton property.
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EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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</tutorials>
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@ -245,7 +245,7 @@
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# You can use a custom icon:
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return preload("res://addons/my_plugin/my_plugin_icon.svg")
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# Or use a built-in icon:
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return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons")
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return EditorInterface.get_base_control().get_theme_icon("Node", "EditorIcons")
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[/gdscript]
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[csharp]
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public override Texture2D _GetPluginIcon()
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@ -253,7 +253,7 @@
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// You can use a custom icon:
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return ResourceLoader.Load<Texture2D>("res://addons/my_plugin/my_plugin_icon.svg");
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// Or use a built-in icon:
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return GetEditorInterface().GetBaseControl().GetThemeIcon("Node", "EditorIcons");
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return EditorInterface.Singleton.GetBaseControl().GetThemeIcon("Node", "EditorIcons");
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}
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[/csharp]
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[/codeblocks]
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@ -340,7 +340,7 @@
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func _enter_tree():
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plugin_control = preload("my_plugin_control.tscn").instantiate()
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get_editor_interface().get_editor_main_screen().add_child(plugin_control)
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EditorInterface.get_editor_main_screen().add_child(plugin_control)
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plugin_control.hide()
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func _has_main_screen():
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@ -353,7 +353,7 @@
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return "My Super Cool Plugin 3000"
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func _get_plugin_icon():
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return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons")
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return EditorInterface.get_base_control().get_theme_icon("Node", "EditorIcons")
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[/codeblock]
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</description>
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</method>
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@ -558,10 +558,11 @@
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The callback should have 4 arguments: [Object] [code]undo_redo[/code], [Object] [code]modified_object[/code], [String] [code]property[/code] and [Variant] [code]new_value[/code]. 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.
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</description>
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</method>
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<method name="get_editor_interface">
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<method name="get_editor_interface" is_deprecated="true">
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<return type="EditorInterface" />
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<description>
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Returns the [EditorInterface] singleton. It provides access to some parts of the editor GUI as well as various inner states and tools.
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Returns the [EditorInterface] singleton instance.
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[i]Deprecated.[/i] [EditorInterface] is a global singleton and can be accessed directly by its name.
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</description>
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</method>
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<method name="get_export_as_menu">
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@ -48,10 +48,11 @@
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[b]Warning:[/b] The implementation of this method is currently disabled.
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</description>
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</method>
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<method name="get_editor_interface" qualifiers="const">
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<method name="get_editor_interface" qualifiers="const" is_deprecated="true">
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<return type="EditorInterface" />
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<description>
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Returns the [EditorInterface] singleton instance.
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[i]Deprecated.[/i] [EditorInterface] is a global singleton and can be accessed directly by its name.
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</description>
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</method>
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<method name="get_scene" qualifiers="const">
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@ -9,7 +9,7 @@
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Accessing the settings can be done using the following methods, such as:
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[codeblocks]
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[gdscript]
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var settings = get_editor_interface().get_editor_settings()
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var settings = EditorInterface.get_editor_settings()
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# `settings.set("some/property", 10)` also works as this class overrides `_set()` internally.
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settings.set_setting("some/property", 10)
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# `settings.get("some/property")` also works as this class overrides `_get()` internally.
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@ -17,7 +17,7 @@
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var list_of_settings = settings.get_property_list()
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[/gdscript]
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[csharp]
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EditorSettings settings = GetEditorInterface().GetEditorSettings();
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EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
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// `settings.set("some/property", value)` also works as this class overrides `_set()` internally.
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settings.SetSetting("some/property", Value);
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// `settings.get("some/property", value)` also works as this class overrides `_get()` internally.
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@ -275,6 +275,7 @@ void register_editor_types() {
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GLOBAL_DEF("editor/version_control/autoload_on_startup", false);
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EditorInterface::create();
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Engine::get_singleton()->add_singleton(Engine::Singleton("EditorInterface", EditorInterface::get_singleton()));
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OS::get_singleton()->benchmark_end_measure("register_editor_types");
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}
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@ -23,7 +23,7 @@ namespace GodotTools.Build
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if (dotnetPath == null)
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throw new FileNotFoundException("Cannot find the dotnet executable.");
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var editorSettings = GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
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var editorSettings = EditorInterface.Singleton.GetEditorSettings();
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var startInfo = new ProcessStartInfo(dotnetPath);
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@ -94,7 +94,7 @@ namespace GodotTools.Build
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if (dotnetPath == null)
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throw new FileNotFoundException("Cannot find the dotnet executable.");
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var editorSettings = GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
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var editorSettings = EditorInterface.Singleton.GetEditorSettings();
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var startInfo = new ProcessStartInfo(dotnetPath);
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@ -473,10 +473,9 @@ namespace GodotTools
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}
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}
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var editorInterface = GetEditorInterface();
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var editorBaseControl = editorInterface.GetBaseControl();
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var editorBaseControl = EditorInterface.Singleton.GetBaseControl();
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_editorSettings = editorInterface.GetEditorSettings();
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_editorSettings = EditorInterface.Singleton.GetEditorSettings();
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_errorDialog = new AcceptDialog();
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editorBaseControl.AddChild(_errorDialog);
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@ -79,7 +79,7 @@ namespace GodotTools.Ides
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public async Task<EditorPick?> LaunchIdeAsync(int millisecondsTimeout = 10000)
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{
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var editorSettings = GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
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var editorSettings = EditorInterface.Singleton.GetEditorSettings();
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var editorId = editorSettings.GetSetting(GodotSharpEditor.Settings.ExternalEditor).As<ExternalEditorId>();
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string editorIdentity = GetExternalEditorIdentity(editorId);
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@ -23,7 +23,7 @@ namespace GodotTools.Ides.Rider
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private static string GetRiderPathFromSettings()
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{
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var editorSettings = GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
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var editorSettings = EditorInterface.Singleton.GetEditorSettings();
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if (editorSettings.HasSetting(EditorPathSettingName))
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return (string)editorSettings.GetSetting(EditorPathSettingName);
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return null;
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@ -31,7 +31,7 @@ namespace GodotTools.Ides.Rider
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public static void Initialize()
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{
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var editorSettings = GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
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var editorSettings = EditorInterface.Singleton.GetEditorSettings();
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var editor = editorSettings.GetSetting(GodotSharpEditor.Settings.ExternalEditor).As<ExternalEditorId>();
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if (editor == ExternalEditorId.Rider)
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{
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@ -92,7 +92,7 @@ namespace GodotTools.Ides.Rider
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string newPath = riderInfos.Length > 0
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? riderInfos[riderInfos.Length - 1].Path
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: allInfos[allInfos.Length - 1].Path;
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var editorSettings = GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
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var editorSettings = EditorInterface.Singleton.GetEditorSettings();
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editorSettings.SetSetting(EditorPathSettingName, newPath);
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Globals.EditorDef(EditorPathSettingName, newPath);
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return newPath;
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@ -4014,7 +4014,7 @@ void BindingsGenerator::_initialize_blacklisted_methods() {
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}
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void BindingsGenerator::_initialize_compat_singletons() {
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// No compat singletons yet.
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compat_singletons.insert("EditorInterface");
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}
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void BindingsGenerator::_log(const char *p_format, ...) {
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@ -409,9 +409,6 @@ void validate_method(const Context &p_context, const ExposedClass &p_class, cons
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if (p_method.return_type.name != StringName()) {
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const ExposedClass *return_class = p_context.find_exposed_class(p_method.return_type);
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if (return_class) {
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TEST_COND(return_class->is_singleton,
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"Method return type is a singleton: '", p_class.name, ".", p_method.name, "'.");
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if (p_class.api_type == ClassDB::API_CORE) {
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TEST_COND(return_class->api_type == ClassDB::API_EDITOR,
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"Method '", p_class.name, ".", p_method.name, "' has return type '", return_class->name,
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