/
EditorSelection.hx
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/
EditorSelection.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
import cs.system.*;
/**
This object manages the SceneTree selection in the editor.
Note: This class shouldn't be instantiated directly. Instead, access the singleton using `godot.EditorInterface.getSelection`.
**/
@:libType
@:csNative
@:native("Godot.EditorSelection")
@:autoBuild(godot.Godot.buildUserClass())
extern class EditorSelection extends godot.Object {
/**
`selection_changed` signal.
**/
public var onSelectionChanged(get, never):Signal<Void->Void>;
@:dox(hide) @:noCompletion inline function get_onSelectionChanged():Signal<Void->Void> {
return new Signal(this, "selection_changed", Signal.SignalHandlerVoidVoid.connectSignal, Signal.SignalHandlerVoidVoid.disconnectSignal, Signal.SignalHandlerVoidVoid.isSignalConnected);
}
@:native("new")
public function new():Void;
/**
Clear the selection.
**/
@:native("Clear")
public function clear():Void;
/**
Adds a node to the selection.
Note: The newly selected node will not be automatically edited in the inspector. If you want to edit a node, use `godot.EditorInterface.editNode`.
**/
@:native("AddNode")
public function addNode(node:godot.Node):Void;
/**
Removes a node from the selection.
**/
@:native("RemoveNode")
public function removeNode(node:godot.Node):Void;
/**
Gets the list of selected nodes.
**/
@:native("GetSelectedNodes")
public function getSelectedNodes():godot.collections.Array;
/**
Gets the list of selected nodes, optimized for transform operations (i.e. moving them, rotating, etc). This list avoids situations where a node is selected and also child/grandchild.
**/
@:native("GetTransformableSelectedNodes")
public function getTransformableSelectedNodes():godot.collections.Array;
}