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godot/doc/classes/EditorDock.xml
2025-09-29 17:30:41 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorDock" inherits="MarginContainer" experimental="" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Dockable container for the editor.
</brief_description>
<description>
EditorDock is a [Container] node that can be docked in one of the editor's dock slots. Docks are added by plugins to provide space for controls related to an [EditorPlugin]. The editor comes with a few built-in docks, such as the Scene dock, FileSystem dock, etc.
You can add a dock by using [method EditorPlugin.add_dock]. The dock can be customized by changing its properties.
[codeblock]
@tool
extends EditorPlugin
# Dock reference.
var dock
# Plugin initialization.
func _enter_tree():
dock = EditorDock.new()
dock.title = "My Dock"
dock.dock_icon = preload("./dock_icon.png")
dock.default_slot = EditorPlugin.DOCK_SLOT_RIGHT_UL
var dock_content = preload("./dock_content.tscn").instantiate()
dock.add_child(dock_content)
add_dock(dock)
# Plugin clean-up.
func _exit_tree():
remove_dock(dock)
dock.queue_free()
dock = null
[/codeblock]
</description>
<tutorials>
<link title="Making plugins">$DOCS_URL/tutorials/plugins/editor/making_plugins.html</link>
</tutorials>
<methods>
<method name="_load_layout_from_config" qualifiers="virtual">
<return type="void" />
<param index="0" name="config" type="ConfigFile" />
<param index="1" name="section" type="String" />
<description>
Implement this method to handle loading this dock's layout. It's equivalent to [method EditorPlugin._set_window_layout]. [param section] is a unique section based on [member layout_key].
</description>
</method>
<method name="_save_layout_to_config" qualifiers="virtual const">
<return type="void" />
<param index="0" name="config" type="ConfigFile" />
<param index="1" name="section" type="String" />
<description>
Implement this method to handle saving this dock's layout. It's equivalent to [method EditorPlugin._get_window_layout]. [param section] is a unique section based on [member layout_key].
</description>
</method>
<method name="_update_layout" qualifiers="virtual">
<return type="void" />
<param index="0" name="layout" type="int" />
<description>
Implement this method to handle the layout switching for this dock. [param layout] is one of the [enum DockLayout] constants.
[codeblock]
_update_layout(layout):
box_container.vertical = (layout == DOCK_LAYOUT_VERTICAL)
[/codeblock]
</description>
</method>
</methods>
<members>
<member name="available_layouts" type="int" setter="set_available_layouts" getter="get_available_layouts" enum="EditorDock.DockLayout" is_bitfield="true" default="1">
The available layouts for this dock, as a bitmask.
If you want to make all layouts available, use [code]available_layouts = DOCK_LAYOUT_VERTICAL | DOCK_LAYOUT_HORIZONTAL[/code].
</member>
<member name="clip_contents" type="bool" setter="set_clip_contents" getter="is_clipping_contents" overrides="Control" default="true" />
<member name="default_slot" type="int" setter="set_default_slot" getter="get_default_slot" enum="EditorPlugin.DockSlot" default="-1">
The default dock slot used when adding the dock with [method EditorPlugin.add_dock].
After the dock is added, it can be moved to a different slot and the editor will automatically remember its position between sessions. If you remove and re-add the dock, it will be reset to default.
</member>
<member name="dock_icon" type="Texture2D" setter="set_dock_icon" getter="get_dock_icon">
The icon for the dock, as a texture. If specified, it will override [member icon_name].
</member>
<member name="dock_shortcut" type="Shortcut" setter="set_dock_shortcut" getter="get_dock_shortcut">
The shortcut used to open the dock. This property can only be set before this dock is added via [method EditorPlugin.add_dock].
</member>
<member name="icon_name" type="StringName" setter="set_icon_name" getter="get_icon_name" default="&amp;&quot;&quot;">
The icon for the dock, as a name from the [code]EditorIcons[/code] theme type in the editor theme. You can find the list of available icons [url=https://godot-editor-icons.github.io/]here[/url].
</member>
<member name="layout_key" type="String" setter="set_layout_key" getter="get_layout_key" default="&quot;&quot;">
The key representing this dock in the editor's layout file. If empty, the dock's displayed name will be used instead.
</member>
<member name="title" type="String" setter="set_title" getter="get_title" default="&quot;&quot;">
The title of the dock's tab. If empty, the dock's [member Node.name] will be used. If the name is auto-generated (contains [code]@[/code]), the first child's name will be used instead.
</member>
</members>
<constants>
<constant name="DOCK_LAYOUT_VERTICAL" value="1" enum="DockLayout" is_bitfield="true">
Allows placing the dock in the vertical dock slots on either side of the editor.
[b]Note:[/b] Currently this flag has no effect because the bottom panel is not a proper dock slot. This means that the dock can always be vertical.
</constant>
<constant name="DOCK_LAYOUT_HORIZONTAL" value="2" enum="DockLayout" is_bitfield="true">
Allows placing the dock in the editor's bottom panel. Implement [method _update_layout] to handle changing layouts.
</constant>
</constants>
</class>