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Merge pull request #104376 from ProgrammerOnCoffee/update-workspace-list
Add `Game` workspace to documentation and autocomplete
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@@ -444,7 +444,7 @@
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<return type="void" />
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<param index="0" name="name" type="String" />
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<description>
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Sets the editor's current main screen to the one specified in [param name]. [param name] must match the title of the tab in question exactly (e.g. [code]2D[/code], [code]3D[/code], [code skip-lint]Script[/code], or [code]AssetLib[/code] for default tabs).
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Sets the editor's current main screen to the one specified in [param name]. [param name] must match the title of the tab in question exactly (e.g. [code]2D[/code], [code]3D[/code], [code skip-lint]Script[/code], [code]Game[/code], or [code]AssetLib[/code] for default tabs).
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</description>
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</method>
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<method name="set_plugin_enabled">
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@@ -234,7 +234,7 @@
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<return type="Texture2D" />
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<description>
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Override this method in your plugin to return a [Texture2D] in order to give it an icon.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "AssetLib" buttons.
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Ideally, the plugin icon should be white with a transparent background and 16×16 pixels in size.
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[codeblocks]
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[gdscript]
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@@ -260,7 +260,7 @@
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<return type="String" />
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<description>
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Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "AssetLib" buttons.
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</description>
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</method>
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<method name="_get_state" qualifiers="virtual const">
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@@ -329,7 +329,7 @@
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<method name="_has_main_screen" qualifiers="virtual const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and [b]AssetLib[/b]).
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Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b], [b]Game[/b], and [b]AssetLib[/b]).
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When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of [method EditorInterface.get_editor_main_screen] and made visible inside [method _make_visible].
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Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the plugin button's appearance.
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[codeblock]
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@@ -784,7 +784,7 @@
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<signal name="main_screen_changed">
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<param index="0" name="screen_name" type="String" />
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<description>
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Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins.
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Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]Game[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins.
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</description>
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</signal>
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<signal name="project_settings_changed" deprecated="Use [signal ProjectSettings.settings_changed] instead.">
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@@ -908,7 +908,7 @@
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If [code]true[/code], scenes and scripts are saved when the editor loses focus. Depending on the work flow, this behavior can be less intrusive than [member text_editor/behavior/files/autosave_interval_secs] or remembering to save manually.
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</member>
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<member name="interface/editor/separate_distraction_mode" type="bool" setter="" getter="">
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If [code]true[/code], the editor's Script tab will have a separate distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/code], the distraction-free mode toggle is shared between all tabs.
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If [code]true[/code], the editor's Script tab will have a separate distraction mode setting from the 2D/3D/Game/AssetLib tabs. If [code]false[/code], the distraction-free mode toggle is shared between all tabs.
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</member>
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<member name="interface/editor/show_internal_errors_in_toast_notifications" type="int" setter="" getter="">
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If enabled, displays internal engine errors in toast notifications (toggleable by clicking the "bell" icon at the bottom of the editor). No matter the value of this setting, non-internal engine errors will always be visible in toast notifications.
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@@ -751,7 +751,7 @@ void EditorInterface::get_argument_options(const StringName &p_function, int p_i
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const String pf = p_function;
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if (p_idx == 0) {
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if (pf == "set_main_screen_editor") {
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for (String E : { "\"2D\"", "\"3D\"", "\"Script\"", "\"AssetLib\"" }) {
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for (String E : { "\"2D\"", "\"3D\"", "\"Script\"", "\"Game\"", "\"AssetLib\"" }) {
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r_options->push_back(E);
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}
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} else if (pf == "get_editor_viewport_3d") {
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