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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
55 lines
2.8 KiB
XML
55 lines
2.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorCommandPalette" inherits="ConfirmationDialog" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Godot editor's command palette.
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</brief_description>
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<description>
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Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through [b]Editor > Command Palette[/b] menu.
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Command key names use slash delimiters to distinguish sections 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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# 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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// ExternalCommand is a function that will be called with the command is executed.
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Callable commandCallable = new Callable(this, nameof(ExternalCommand));
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commandPalette.AddCommand("command", "test/command", commandCallable)
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_command_palette].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_command">
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<return type="void" />
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<argument index="0" name="command_name" type="String" />
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<argument index="1" name="key_name" type="String" />
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<argument index="2" name="binded_callable" type="Callable" />
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<argument index="3" name="shortcut_text" type="String" default=""None"" />
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<description>
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Adds a custom command to EditorCommandPalette.
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- [code]command_name[/code]: [String] (Name of the [b]Command[/b]. This is displayed to the user.)
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- [code]key_name[/code]: [String] (Name of the key for a particular [b]Command[/b]. This is used to uniquely identify the [b]Command[/b].)
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- [code]binded_callable[/code]: [Callable] (Callable of the [b]Command[/b]. This will be executed when the [b]Command[/b] is selected.)
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- [code]shortcut_text[/code]: [String] (Shortcut text of the [b]Command[/b] if available.)
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</description>
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</method>
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<method name="remove_command">
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<return type="void" />
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<argument index="0" name="key_name" type="String" />
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<description>
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Removes the custom command from EditorCommandPalette.
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- [code]key_name[/code]: [String] (Name of the key for a particular [b]Command[/b].)
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</description>
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</method>
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</methods>
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<members>
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<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" overrides="AcceptDialog" default="false" />
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</members>
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</class>
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