Struct gdnative_bindings_lily::EditorSettings [−][src]
pub struct EditorSettings { /* fields omitted */ }
Expand description
tools class EditorSettings
inherits Resource
(reference counted).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
EditorSettings inherits methods from:
Tool
This class is used to interact with Godot’s editor.
Safety
All types in the Godot API have “interior mutability” in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
Sample code is GDScript unless otherwise noted.
Adds a custom property info to a property. The dictionary must contain:
name
: String (the name of the property)type
: [int] (see [enum Variant.Type])- optionally
hint
: [int] (see [enum PropertyHint]) andhint_string
: String Example:
editor_settings.set("category/property_name", 0)
var property_info = {
"name": "category/property_name",
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "one,two,three"
}
editor_settings.add_property_info(property_info)
Erases the setting whose name is specified by property
.
Returns the list of favorite files and directories for this project.
pub fn get_project_metadata(
&self,
section: impl Into<GodotString>,
key: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
pub fn get_project_metadata(
&self,
section: impl Into<GodotString>,
key: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
Returns project-specific metadata for the section
and key
specified. If the metadata doesn’t exist, default
will be returned instead. See also [method set_project_metadata].
Default Arguments
default
-null
Returns the project-specific settings path. Projects all have a unique subdirectory inside the settings path where project-specific settings are saved.
Returns the list of recently visited folders in the file dialog for this project.
Returns the value of the setting specified by name
. This is equivalent to using [method Object.get] on the EditorSettings instance.
Gets the global settings path for the engine. Inside this path, you can find some standard paths such as:
settings/tmp
- Used for temporary storage of files
settings/templates
- Where export templates are located
Returns true
if the setting specified by name
exists, false
otherwise.
Returns true
if the setting specified by name
can have its value reverted to the default value, false
otherwise. When this method returns true
, a Revert button will display next to the setting in the Editor Settings.
Returns the default value of the setting specified by name
. This is the value that would be applied when clicking the Revert button in the Editor Settings.
Sets the list of favorite files and directories for this project.
pub fn set_initial_value(
&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant,
update_current: bool
)
pub fn set_initial_value(
&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant,
update_current: bool
)
Sets the initial value of the setting specified by name
to value
. This is used to provide a value for the Revert button in the Editor Settings. If update_current
is true, the current value of the setting will be set to value
as well.
pub fn set_project_metadata(
&self,
section: impl Into<GodotString>,
key: impl Into<GodotString>,
data: impl OwnedToVariant
)
pub fn set_project_metadata(
&self,
section: impl Into<GodotString>,
key: impl Into<GodotString>,
data: impl OwnedToVariant
)
Sets project-specific metadata with the section
, key
and data
specified. This metadata is stored outside the project folder and therefore won’t be checked into version control. See also [method get_project_metadata].
Sets the list of recently visited folders in the file dialog for this project.
Sets the value
of the setting specified by name
. This is equivalent to using [method Object.set] on the EditorSettings instance.
Methods from Deref<Target = Resource>
Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true
to the subresources
argument which will copy the subresources.
Note: If subresources
is true
, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
Default Arguments
subresources
-false
If [member resource_local_to_scene] is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource’s unique copy is in use. Otherwise, returns null
.
The name of the resource. This is an optional identifier.
The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.
If true
, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
If true
, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
The name of the resource. This is an optional identifier.
The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.
This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport.
Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.
Trait Implementations
type RefKind = RefCounted
type RefKind = RefCounted
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for EditorSettings
impl !Send for EditorSettings
impl !Sync for EditorSettings
impl Unpin for EditorSettings
impl UnwindSafe for EditorSettings