EditorCommandPalette ​
Inherits: ConfirmationDialog < AcceptDialog < Window < Viewport < Node < Object
Godot editor's command palette.
Description
Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through Editor > Command Palette menu.
Command key names use slash delimiters to distinguish sections, for example: "example/command1"
then example
will be the section name.
var command_palette = EditorInterface.get_command_palette()
# external_command is a function that will be called with the command is executed.
var command_callable = Callable(self, "external_command").bind(arguments)
command_palette.add_command("command", "test/command",command_callable)
Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_command_palette.
Properties
dialog_hide_on_ok | false (overrides AcceptDialog) |
Methods
void | add_command(command_name: String, key_name: String, binded_callable: Callable, shortcut_text: String = "None") |
void | remove_command(key_name: String) |
Method Descriptions
void add_command(command_name: String, key_name: String, binded_callable: Callable, shortcut_text: String = "None") 🔗
Adds a custom command to EditorCommandPalette.
command_name
: String (Name of the Command. This is displayed to the user.)key_name
: String (Name of the key for a particular Command. This is used to uniquely identify the Command.)binded_callable
: Callable (Callable of the Command. This will be executed when the Command is selected.)shortcut_text
: String (Shortcut text of the Command if available.)
void remove_command(key_name: String) 🔗
Removes the custom command from EditorCommandPalette.
key_name
: String (Name of the key for a particular Command.)