/
ScriptEditor.hx
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/
ScriptEditor.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
import cs.system.*;
/**
Note: This class shouldn't be instantiated directly. Instead, access the singleton using `godot.EditorInterface.getScriptEditor`.
**/
@:libType
@:csNative
@:native("Godot.ScriptEditor")
@:autoBuild(godot.Godot.buildUserClass())
extern abstract class ScriptEditor extends godot.PanelContainer {
/**
`editor_script_changed` signal.
**/
public var onEditorScriptChanged(get, never):Signal<(script:Script)->Void>;
@:dox(hide) @:noCompletion inline function get_onEditorScriptChanged():Signal<(script:Script)->Void> {
return new Signal(this, "editor_script_changed", Signal.SignalHandlerScriptVoid.connectSignal, Signal.SignalHandlerScriptVoid.disconnectSignal, Signal.SignalHandlerScriptVoid.isSignalConnected);
}
/**
`script_close` signal.
**/
public var onScriptClose(get, never):Signal<(script:Script)->Void>;
@:dox(hide) @:noCompletion inline function get_onScriptClose():Signal<(script:Script)->Void> {
return new Signal(this, "script_close", Signal.SignalHandlerScriptVoid.connectSignal, Signal.SignalHandlerScriptVoid.disconnectSignal, Signal.SignalHandlerScriptVoid.isSignalConnected);
}
@:native("GetDragDataFw")
public function getDragDataFw(point:godot.Vector2, from:godot.Control):Dynamic;
@:native("CanDropDataFw")
public function canDropDataFw(point:godot.Vector2, data:Dynamic, from:godot.Control):Bool;
@:native("DropDataFw")
public function dropDataFw(point:godot.Vector2, data:Dynamic, from:godot.Control):Void;
/**
Goes to the specified line in the current script.
**/
@:native("GotoLine")
public function gotoLine(lineNumber:Int):Void;
/**
Returns a `godot.Script` that is currently active in editor.
**/
@:native("GetCurrentScript")
public function getCurrentScript():godot.Script;
/**
Returns an array with all `godot.Script` objects which are currently open in editor.
**/
@:native("GetOpenScripts")
public function getOpenScripts():godot.collections.Array;
/**
Opens the script create dialog. The script will extend `base_name`. The file extension can be omitted from `base_path`. It will be added based on the selected scripting language.
**/
@:native("OpenScriptCreateDialog")
public function openScriptCreateDialog(baseName:std.String, basePath:std.String):Void;
}