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ScriptEditor ​

Inherits: PanelContainer < Container < Control < CanvasItem < Node < Object

Godot editor's script editor.

Description

Godot editor's script editor.

Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_script_editor.

Methods

ScriptEditorBase

get_current_editor() const

Script

get_current_script()

Array[ScriptEditorBase]

get_open_script_editors() const

Array[Script]

get_open_scripts() const

void

goto_help(topic: String)

void

goto_line(line_number: int)

void

open_script_create_dialog(base_name: String, base_path: String)

void

register_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter)

void

unregister_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter)


Signals

editor_script_changed(script: Script) 🔗

Emitted when user changed active script. Argument is a freshly activated Script.


script_close(script: Script) 🔗

Emitted when editor is about to close the active script. Argument is a Script that is going to be closed.


Method Descriptions

ScriptEditorBase get_current_editor() const 🔗

Returns the ScriptEditorBase object that the user is currently editing.


Script get_current_script() 🔗

Returns a Script that is currently active in editor.


Array[ScriptEditorBase] get_open_script_editors() const 🔗

Returns an array with all ScriptEditorBase objects which are currently open in editor.


Array[Script] get_open_scripts() const 🔗

Returns an array with all Script objects which are currently open in editor.


void goto_help(topic: String) 🔗

Opens help for the given topic. The topic is an encoded string that controls which class, method, constant, signal, annotation, property, or theme item should be focused.

The supported topic formats include class_name:class, class_method:class:method, class_constant:class:constant, class_signal:class:signal, class_annotation:class:@annotation, class_property:class:property, and class_theme_item:class:item, where class is the class name, method is the method name, constant is the constant name, signal is the signal name, annotation is the annotation name, property is the property name, and item is the theme item.

Examples:

gdscript
# Shows help for the Node class.
class_name:Node
# Shows help for the global min function.
# Global objects are accessible in the `@GlobalScope` namespace, shown here.
class_method:@GlobalScope:min
# Shows help for get_viewport in the Node class.
class_method:Node:get_viewport
# Shows help for the Input constant MOUSE_BUTTON_MIDDLE.
class_constant:Input:MOUSE_BUTTON_MIDDLE
# Shows help for the BaseButton signal pressed.
class_signal:BaseButton:pressed
# Shows help for the CanvasItem property visible.
class_property:CanvasItem:visible
# Shows help for the GDScript annotation export.
# Annotations should be prefixed with the `@` symbol in the descriptor, as shown here.
class_annotation:@GDScript:@export
# Shows help for the GraphNode theme item named panel_selected.
class_theme_item:GraphNode:panel_selected

void goto_line(line_number: int) 🔗

Goes to the specified line in the current script.


void open_script_create_dialog(base_name: String, base_path: String) 🔗

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.


void register_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter) 🔗

Registers the EditorSyntaxHighlighter to the editor, the EditorSyntaxHighlighter will be available on all open scripts.

Note: Does not apply to scripts that are already opened.


void unregister_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter) 🔗

Unregisters the EditorSyntaxHighlighter from the editor.

Note: The EditorSyntaxHighlighter will still be applied to scripts that are already opened.