typescript-to-gdscript 0.1.0

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Files changed (1301) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +324 -0
  3. package/dist/cache/index.d.ts +203 -0
  4. package/dist/cache/index.d.ts.map +1 -0
  5. package/dist/cache/index.js +609 -0
  6. package/dist/cache/index.js.map +1 -0
  7. package/dist/checker/godot-project.d.ts +15 -0
  8. package/dist/checker/godot-project.d.ts.map +1 -0
  9. package/dist/checker/godot-project.js +14 -0
  10. package/dist/checker/godot-project.js.map +1 -0
  11. package/dist/checker/index.d.ts +61 -0
  12. package/dist/checker/index.d.ts.map +1 -0
  13. package/dist/checker/index.js +229 -0
  14. package/dist/checker/index.js.map +1 -0
  15. package/dist/checker/ts-diagnostics.d.ts +11 -0
  16. package/dist/checker/ts-diagnostics.d.ts.map +1 -0
  17. package/dist/checker/ts-diagnostics.js +67 -0
  18. package/dist/checker/ts-diagnostics.js.map +1 -0
  19. package/dist/cli/clear-cache.d.ts +3 -0
  20. package/dist/cli/clear-cache.d.ts.map +1 -0
  21. package/dist/cli/clear-cache.js +42 -0
  22. package/dist/cli/clear-cache.js.map +1 -0
  23. package/dist/cli/convert-gd.d.ts +3 -0
  24. package/dist/cli/convert-gd.d.ts.map +1 -0
  25. package/dist/cli/convert-gd.js +148 -0
  26. package/dist/cli/convert-gd.js.map +1 -0
  27. package/dist/cli/convert.d.ts +3 -0
  28. package/dist/cli/convert.d.ts.map +1 -0
  29. package/dist/cli/convert.js +165 -0
  30. package/dist/cli/convert.js.map +1 -0
  31. package/dist/cli/generate-addon-typings.d.ts +3 -0
  32. package/dist/cli/generate-addon-typings.d.ts.map +1 -0
  33. package/dist/cli/generate-addon-typings.js +31 -0
  34. package/dist/cli/generate-addon-typings.js.map +1 -0
  35. package/dist/cli/generate-gdscript-global-typings.d.ts +3 -0
  36. package/dist/cli/generate-gdscript-global-typings.d.ts.map +1 -0
  37. package/dist/cli/generate-gdscript-global-typings.js +172 -0
  38. package/dist/cli/generate-gdscript-global-typings.js.map +1 -0
  39. package/dist/cli/generate-typings.d.ts +3 -0
  40. package/dist/cli/generate-typings.d.ts.map +1 -0
  41. package/dist/cli/generate-typings.js +48 -0
  42. package/dist/cli/generate-typings.js.map +1 -0
  43. package/dist/cli/helpers.d.ts +47 -0
  44. package/dist/cli/helpers.d.ts.map +1 -0
  45. package/dist/cli/helpers.js +180 -0
  46. package/dist/cli/helpers.js.map +1 -0
  47. package/dist/cli/index.d.ts +3 -0
  48. package/dist/cli/index.d.ts.map +1 -0
  49. package/dist/cli/index.js +35 -0
  50. package/dist/cli/index.js.map +1 -0
  51. package/dist/cli/init.d.ts +8 -0
  52. package/dist/cli/init.d.ts.map +1 -0
  53. package/dist/cli/init.js +222 -0
  54. package/dist/cli/init.js.map +1 -0
  55. package/dist/cli/initial-convert-gd-to-ts.d.ts +3 -0
  56. package/dist/cli/initial-convert-gd-to-ts.d.ts.map +1 -0
  57. package/dist/cli/initial-convert-gd-to-ts.js +149 -0
  58. package/dist/cli/initial-convert-gd-to-ts.js.map +1 -0
  59. package/dist/cli/lint.d.ts +3 -0
  60. package/dist/cli/lint.d.ts.map +1 -0
  61. package/dist/cli/lint.js +191 -0
  62. package/dist/cli/lint.js.map +1 -0
  63. package/dist/cli/open-editor.d.ts +21 -0
  64. package/dist/cli/open-editor.d.ts.map +1 -0
  65. package/dist/cli/open-editor.js +148 -0
  66. package/dist/cli/open-editor.js.map +1 -0
  67. package/dist/cli/set-latest.d.ts +3 -0
  68. package/dist/cli/set-latest.d.ts.map +1 -0
  69. package/dist/cli/set-latest.js +23 -0
  70. package/dist/cli/set-latest.js.map +1 -0
  71. package/dist/cli/validate-gd.d.ts +3 -0
  72. package/dist/cli/validate-gd.d.ts.map +1 -0
  73. package/dist/cli/validate-gd.js +37 -0
  74. package/dist/cli/validate-gd.js.map +1 -0
  75. package/dist/cli/watch.d.ts +3 -0
  76. package/dist/cli/watch.d.ts.map +1 -0
  77. package/dist/cli/watch.js +58 -0
  78. package/dist/cli/watch.js.map +1 -0
  79. package/dist/config/index.d.ts +142 -0
  80. package/dist/config/index.d.ts.map +1 -0
  81. package/dist/config/index.js +161 -0
  82. package/dist/config/index.js.map +1 -0
  83. package/dist/converter/common/index.d.ts +169 -0
  84. package/dist/converter/common/index.d.ts.map +1 -0
  85. package/dist/converter/common/index.js +298 -0
  86. package/dist/converter/common/index.js.map +1 -0
  87. package/dist/converter/gd-to-ts/class-scope.d.ts +80 -0
  88. package/dist/converter/gd-to-ts/class-scope.d.ts.map +1 -0
  89. package/dist/converter/gd-to-ts/class-scope.js +208 -0
  90. package/dist/converter/gd-to-ts/class-scope.js.map +1 -0
  91. package/dist/converter/gd-to-ts/context.d.ts +94 -0
  92. package/dist/converter/gd-to-ts/context.d.ts.map +1 -0
  93. package/dist/converter/gd-to-ts/context.js +71 -0
  94. package/dist/converter/gd-to-ts/context.js.map +1 -0
  95. package/dist/converter/gd-to-ts/expressions.d.ts +18 -0
  96. package/dist/converter/gd-to-ts/expressions.d.ts.map +1 -0
  97. package/dist/converter/gd-to-ts/expressions.js +535 -0
  98. package/dist/converter/gd-to-ts/expressions.js.map +1 -0
  99. package/dist/converter/gd-to-ts/file-scope-emitter.d.ts +34 -0
  100. package/dist/converter/gd-to-ts/file-scope-emitter.d.ts.map +1 -0
  101. package/dist/converter/gd-to-ts/file-scope-emitter.js +191 -0
  102. package/dist/converter/gd-to-ts/file-scope-emitter.js.map +1 -0
  103. package/dist/converter/gd-to-ts/functions.d.ts +20 -0
  104. package/dist/converter/gd-to-ts/functions.d.ts.map +1 -0
  105. package/dist/converter/gd-to-ts/functions.js +313 -0
  106. package/dist/converter/gd-to-ts/functions.js.map +1 -0
  107. package/dist/converter/gd-to-ts/helpers/explicit-convert.d.ts +42 -0
  108. package/dist/converter/gd-to-ts/helpers/explicit-convert.d.ts.map +1 -0
  109. package/dist/converter/gd-to-ts/helpers/explicit-convert.js +173 -0
  110. package/dist/converter/gd-to-ts/helpers/explicit-convert.js.map +1 -0
  111. package/dist/converter/gd-to-ts/helpers/nullable-return.d.ts +19 -0
  112. package/dist/converter/gd-to-ts/helpers/nullable-return.d.ts.map +1 -0
  113. package/dist/converter/gd-to-ts/helpers/nullable-return.js +116 -0
  114. package/dist/converter/gd-to-ts/helpers/nullable-return.js.map +1 -0
  115. package/dist/converter/gd-to-ts/helpers/nullable.d.ts +41 -0
  116. package/dist/converter/gd-to-ts/helpers/nullable.d.ts.map +1 -0
  117. package/dist/converter/gd-to-ts/helpers/nullable.js +526 -0
  118. package/dist/converter/gd-to-ts/helpers/nullable.js.map +1 -0
  119. package/dist/converter/gd-to-ts/helpers/operator-fix.d.ts +20 -0
  120. package/dist/converter/gd-to-ts/helpers/operator-fix.d.ts.map +1 -0
  121. package/dist/converter/gd-to-ts/helpers/operator-fix.js +114 -0
  122. package/dist/converter/gd-to-ts/helpers/operator-fix.js.map +1 -0
  123. package/dist/converter/gd-to-ts/helpers/ready-field-types.d.ts +48 -0
  124. package/dist/converter/gd-to-ts/helpers/ready-field-types.d.ts.map +1 -0
  125. package/dist/converter/gd-to-ts/helpers/ready-field-types.js +217 -0
  126. package/dist/converter/gd-to-ts/helpers/ready-field-types.js.map +1 -0
  127. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.d.ts +64 -0
  128. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.d.ts.map +1 -0
  129. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.js +336 -0
  130. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.js.map +1 -0
  131. package/dist/converter/gd-to-ts/imports.d.ts +47 -0
  132. package/dist/converter/gd-to-ts/imports.d.ts.map +1 -0
  133. package/dist/converter/gd-to-ts/imports.js +98 -0
  134. package/dist/converter/gd-to-ts/imports.js.map +1 -0
  135. package/dist/converter/gd-to-ts/index.d.ts +59 -0
  136. package/dist/converter/gd-to-ts/index.d.ts.map +1 -0
  137. package/dist/converter/gd-to-ts/index.js +189 -0
  138. package/dist/converter/gd-to-ts/index.js.map +1 -0
  139. package/dist/converter/gd-to-ts/inject-imports.d.ts +55 -0
  140. package/dist/converter/gd-to-ts/inject-imports.d.ts.map +1 -0
  141. package/dist/converter/gd-to-ts/inject-imports.js +161 -0
  142. package/dist/converter/gd-to-ts/inject-imports.js.map +1 -0
  143. package/dist/converter/gd-to-ts/members.d.ts +15 -0
  144. package/dist/converter/gd-to-ts/members.d.ts.map +1 -0
  145. package/dist/converter/gd-to-ts/members.js +397 -0
  146. package/dist/converter/gd-to-ts/members.js.map +1 -0
  147. package/dist/converter/gd-to-ts/source-emitter.d.ts +27 -0
  148. package/dist/converter/gd-to-ts/source-emitter.d.ts.map +1 -0
  149. package/dist/converter/gd-to-ts/source-emitter.js +420 -0
  150. package/dist/converter/gd-to-ts/source-emitter.js.map +1 -0
  151. package/dist/converter/gd-to-ts/statements.d.ts +6 -0
  152. package/dist/converter/gd-to-ts/statements.d.ts.map +1 -0
  153. package/dist/converter/gd-to-ts/statements.js +385 -0
  154. package/dist/converter/gd-to-ts/statements.js.map +1 -0
  155. package/dist/converter/gd-to-ts/ts-helpers.d.ts +49 -0
  156. package/dist/converter/gd-to-ts/ts-helpers.d.ts.map +1 -0
  157. package/dist/converter/gd-to-ts/ts-helpers.js +161 -0
  158. package/dist/converter/gd-to-ts/ts-helpers.js.map +1 -0
  159. package/dist/converter/gd-to-ts/type-inference.d.ts +41 -0
  160. package/dist/converter/gd-to-ts/type-inference.d.ts.map +1 -0
  161. package/dist/converter/gd-to-ts/type-inference.js +168 -0
  162. package/dist/converter/gd-to-ts/type-inference.js.map +1 -0
  163. package/dist/converter/ts-to-gd/class-body.d.ts +62 -0
  164. package/dist/converter/ts-to-gd/class-body.d.ts.map +1 -0
  165. package/dist/converter/ts-to-gd/class-body.js +290 -0
  166. package/dist/converter/ts-to-gd/class-body.js.map +1 -0
  167. package/dist/converter/ts-to-gd/class-members.d.ts +18 -0
  168. package/dist/converter/ts-to-gd/class-members.d.ts.map +1 -0
  169. package/dist/converter/ts-to-gd/class-members.js +246 -0
  170. package/dist/converter/ts-to-gd/class-members.js.map +1 -0
  171. package/dist/converter/ts-to-gd/diagnostics.d.ts +27 -0
  172. package/dist/converter/ts-to-gd/diagnostics.d.ts.map +1 -0
  173. package/dist/converter/ts-to-gd/diagnostics.js +95 -0
  174. package/dist/converter/ts-to-gd/diagnostics.js.map +1 -0
  175. package/dist/converter/ts-to-gd/emitter.d.ts +40 -0
  176. package/dist/converter/ts-to-gd/emitter.d.ts.map +1 -0
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  178. package/dist/converter/ts-to-gd/emitter.js.map +1 -0
  179. package/dist/converter/ts-to-gd/expressions.d.ts +46 -0
  180. package/dist/converter/ts-to-gd/expressions.d.ts.map +1 -0
  181. package/dist/converter/ts-to-gd/expressions.js +793 -0
  182. package/dist/converter/ts-to-gd/expressions.js.map +1 -0
  183. package/dist/converter/ts-to-gd/file-scope.d.ts +42 -0
  184. package/dist/converter/ts-to-gd/file-scope.d.ts.map +1 -0
  185. package/dist/converter/ts-to-gd/file-scope.js +463 -0
  186. package/dist/converter/ts-to-gd/file-scope.js.map +1 -0
  187. package/dist/converter/ts-to-gd/gd-getset.d.ts +31 -0
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  195. package/dist/converter/ts-to-gd/imports.d.ts +67 -0
  196. package/dist/converter/ts-to-gd/imports.d.ts.map +1 -0
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  199. package/dist/converter/ts-to-gd/index.d.ts +34 -0
  200. package/dist/converter/ts-to-gd/index.d.ts.map +1 -0
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  203. package/dist/converter/ts-to-gd/parameters.d.ts +12 -0
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  207. package/dist/converter/ts-to-gd/statements.d.ts +12 -0
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@@ -0,0 +1,207 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A script that is executed when exporting the project. */
5
+ declare class EditorExportPlugin extends RefCounted {
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+ /**
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+ * Return `true` if this plugin will customize resources based on the platform and features used.
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+ * When enabled, {@link _get_customization_configuration_hash} and {@link _customize_resource} will be called and must be implemented.
9
+ */
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+ _begin_customize_resources(platform: EditorExportPlatform, features: PackedStringArray | Array<unknown>): boolean;
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+ /**
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+ * Return `true` if this plugin will customize scenes based on the platform and features used.
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+ * When enabled, {@link _get_customization_configuration_hash} and {@link _customize_scene} will be called and must be implemented.
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+ * **Note:** {@link _customize_scene} will only be called for scenes that have been modified since the last export.
15
+ */
16
+ _begin_customize_scenes(platform: EditorExportPlatform, features: PackedStringArray | Array<unknown>): boolean;
17
+ /**
18
+ * Customize a resource. If changes are made to it, return the same or a new resource. Otherwise, return `null`. When a new resource is returned, `resource` will be replaced by a copy of the new resource.
19
+ * The `path` argument is only used when customizing an actual file, otherwise this means that this resource is part of another one and it will be empty.
20
+ * Implementing this method is required if {@link _begin_customize_resources} returns `true`.
21
+ * **Note:** When customizing any of the following types and returning another resource, the other resource should not be skipped using {@link skip} in {@link _export_file}:
22
+ * - {@link AtlasTexture}
23
+ * - {@link CompressedCubemap}
24
+ * - {@link CompressedCubemapArray}
25
+ * - {@link CompressedTexture2D}
26
+ * - {@link CompressedTexture2DArray}
27
+ * - {@link CompressedTexture3D}
28
+ */
29
+ _customize_resource(resource: Resource, path: string | NodePath): Resource | null;
30
+ /**
31
+ * Customize a scene. If changes are made to it, return the same or a new scene. Otherwise, return `null`. If a new scene is returned, it is up to you to dispose of the old one.
32
+ * Implementing this method is required if {@link _begin_customize_scenes} returns `true`.
33
+ */
34
+ _customize_scene(scene: Node, path: string | NodePath): Node | null;
35
+ /** This is called when the customization process for resources ends. */
36
+ _end_customize_resources(): void;
37
+ /** This is called when the customization process for scenes ends. */
38
+ _end_customize_scenes(): void;
39
+ /**
40
+ * This is called after Xcode project generation, but before it is built.
41
+ * **Note:** Only supported on iOS and visionOS.
42
+ */
43
+ _end_generate_apple_embedded_project(path: string | NodePath, will_build_archive: boolean): void;
44
+ /**
45
+ * Virtual method to be overridden by the user. It is called when the export starts and provides all information about the export. `features` is the list of features for the export, `is_debug` is `true` for debug builds, `path` is the target path for the exported project. `flags` is only used when running a runnable profile, e.g. when using native run on Android.
46
+ */
47
+ _export_begin(features: PackedStringArray | Array<unknown>, is_debug: boolean, path: string | NodePath, flags: int): void;
48
+ /** Virtual method to be overridden by the user. Called when the export is finished. */
49
+ _export_end(): void;
50
+ /**
51
+ * Virtual method to be overridden by the user. Called for each exported file before {@link _customize_resource} and {@link _customize_scene}. The arguments can be used to identify the file. `path` is the path of the file, `type` is the {@link Resource} represented by the file (e.g. {@link PackedScene}), and `features` is the list of features for the export.
52
+ * Calling {@link skip} inside this callback will make the file not included in the export.
53
+ */
54
+ _export_file(path: string | NodePath, type_: string | NodePath, features: PackedStringArray | Array<unknown>): void;
55
+ /**
56
+ * Virtual method to be overridden by the user. This is called to retrieve the set of Android dependencies provided by this plugin. Each returned Android dependency should have the format of an Android remote binary dependency: `org.godot.example:my-plugin:0.0.0`
57
+ * For more information see Android documentation on dependencies (https://developer.android.com/build/dependencies?agpversion=4.1#dependency-types).
58
+ * **Note:** Only supported on Android and requires {@link EditorExportPlatformAndroid.gradle_build/use_gradle_build} to be enabled.
59
+ */
60
+ _get_android_dependencies(platform: EditorExportPlatform, debug: boolean): PackedStringArray;
61
+ /**
62
+ * Virtual method to be overridden by the user. This is called to retrieve the URLs of Maven repositories for the set of Android dependencies provided by this plugin.
63
+ * For more information see Gradle documentation on dependency management (https://docs.gradle.org/current/userguide/dependency_management.html#sec:maven_repo).
64
+ * **Note:** Google's Maven repo and the Maven Central repo are already included by default.
65
+ * **Note:** Only supported on Android and requires {@link EditorExportPlatformAndroid.gradle_build/use_gradle_build} to be enabled.
66
+ */
67
+ _get_android_dependencies_maven_repos(platform: EditorExportPlatform, debug: boolean): PackedStringArray;
68
+ /**
69
+ * Virtual method to be overridden by the user. This is called to retrieve the local paths of the Android libraries archive (AAR) files provided by this plugin.
70
+ * **Note:** Relative paths **must** be relative to Godot's `res://addons/` directory. For example, an AAR file located under `res://addons/hello_world_plugin/HelloWorld.release.aar` can be returned as an absolute path using `res://addons/hello_world_plugin/HelloWorld.release.aar` or a relative path using `hello_world_plugin/HelloWorld.release.aar`.
71
+ * **Note:** Only supported on Android and requires {@link EditorExportPlatformAndroid.gradle_build/use_gradle_build} to be enabled.
72
+ */
73
+ _get_android_libraries(platform: EditorExportPlatform, debug: boolean): PackedStringArray;
74
+ /**
75
+ * Virtual method to be overridden by the user. This is used at export time to update the contents of the `activity` element in the generated Android manifest.
76
+ * **Note:** Only supported on Android and requires {@link EditorExportPlatformAndroid.gradle_build/use_gradle_build} to be enabled.
77
+ */
78
+ _get_android_manifest_activity_element_contents(platform: EditorExportPlatform, debug: boolean): string;
79
+ /**
80
+ * Virtual method to be overridden by the user. This is used at export time to update the contents of the `application` element in the generated Android manifest.
81
+ * **Note:** Only supported on Android and requires {@link EditorExportPlatformAndroid.gradle_build/use_gradle_build} to be enabled.
82
+ */
83
+ _get_android_manifest_application_element_contents(platform: EditorExportPlatform, debug: boolean): string;
84
+ /**
85
+ * Virtual method to be overridden by the user. This is used at export time to update the contents of the `manifest` element in the generated Android manifest.
86
+ * **Note:** Only supported on Android and requires {@link EditorExportPlatformAndroid.gradle_build/use_gradle_build} to be enabled.
87
+ */
88
+ _get_android_manifest_element_contents(platform: EditorExportPlatform, debug: boolean): string;
89
+ /**
90
+ * Return a hash based on the configuration passed (for both scenes and resources). This helps keep separate caches for separate export configurations.
91
+ * Implementing this method is required if {@link _begin_customize_resources} returns `true`.
92
+ */
93
+ _get_customization_configuration_hash(): int;
94
+ /**
95
+ * Return a {@link PackedStringArray} of additional features this preset, for the given `platform`, should have.
96
+ */
97
+ _get_export_features(platform: EditorExportPlatform, debug: boolean): PackedStringArray;
98
+ /**
99
+ * Validates `option` and returns the visibility for the specified `platform`. The default implementation returns `true` for all options.
100
+ */
101
+ _get_export_option_visibility(platform: EditorExportPlatform, option: string | NodePath): boolean;
102
+ /**
103
+ * Check the requirements for the given `option` and return a non-empty warning string if they are not met.
104
+ * **Note:** Use {@link get_option} to check the value of the export options.
105
+ */
106
+ _get_export_option_warning(platform: EditorExportPlatform, option: string | NodePath): string;
107
+ /**
108
+ * Return a list of export options that can be configured for this export plugin.
109
+ * Each element in the return value is a {@link Dictionary} with the following keys:
110
+ * - `option`: A dictionary with the structure documented by {@link Object.get_property_list}, but all keys are optional.
111
+ * - `default_value`: The default value for this option.
112
+ * - `update_visibility`: An optional boolean value. If set to `true`, the preset will emit {@link Object.property_list_changed} when the option is changed.
113
+ */
114
+ _get_export_options(platform: EditorExportPlatform): Array<Dictionary>;
115
+ /**
116
+ * Return a {@link Dictionary} of override values for export options, that will be used instead of user-provided values. Overridden options will be hidden from the user interface.
117
+ */
118
+ _get_export_options_overrides(platform: EditorExportPlatform): Dictionary;
119
+ /**
120
+ * Return the name identifier of this plugin (for future identification by the exporter). The plugins are sorted by name before exporting.
121
+ * Implementing this method is required.
122
+ */
123
+ _get_name(): string;
124
+ /**
125
+ * Return `true` if the result of {@link _get_export_options} has changed and the export options of the preset corresponding to `platform` should be updated.
126
+ */
127
+ _should_update_export_options(platform: EditorExportPlatform): boolean;
128
+ /** Return `true` if the plugin supports the given `platform`. */
129
+ _supports_platform(platform: EditorExportPlatform): boolean;
130
+ /**
131
+ * Provide access to the Android prebuilt manifest and allows the plugin to modify it if needed.
132
+ * Implementers of this virtual method should take the binary manifest data from `manifest_data`, copy it, modify it, and then return it with the modifications.
133
+ * If no modifications are needed, then an empty {@link PackedByteArray} should be returned.
134
+ */
135
+ _update_android_prebuilt_manifest(platform: EditorExportPlatform, manifest_data: PackedByteArray | Array<unknown>): PackedByteArray;
136
+ /** Adds an Apple embedded platform bundle file from the given `path` to the exported project. */
137
+ add_apple_embedded_platform_bundle_file(path: string | NodePath): void;
138
+ /**
139
+ * Adds C++ code to the Apple embedded platform export. The final code is created from the code appended by each active export plugin.
140
+ */
141
+ add_apple_embedded_platform_cpp_code(code: string | NodePath): void;
142
+ /**
143
+ * Adds a dynamic library (*.dylib, *.framework) to the Linking Phase in the Apple embedded platform's Xcode project and embeds it into the resulting binary.
144
+ * **Note:** For static libraries (*.a), this works in the same way as {@link add_apple_embedded_platform_framework}.
145
+ * **Note:** This method should not be used for System libraries as they are already present on the device.
146
+ */
147
+ add_apple_embedded_platform_embedded_framework(path: string | NodePath): void;
148
+ /**
149
+ * Adds a static library (*.a) or a dynamic library (*.dylib, *.framework) to the Linking Phase to the Apple embedded platform's Xcode project.
150
+ */
151
+ add_apple_embedded_platform_framework(path: string | NodePath): void;
152
+ /** Adds linker flags for the Apple embedded platform export. */
153
+ add_apple_embedded_platform_linker_flags(flags: string | NodePath): void;
154
+ /** Adds additional fields to the Apple embedded platform's project Info.plist file. */
155
+ add_apple_embedded_platform_plist_content(plist_content: string | NodePath): void;
156
+ /** Adds a static library from the given `path` to the Apple embedded platform project. */
157
+ add_apple_embedded_platform_project_static_lib(path: string | NodePath): void;
158
+ /**
159
+ * Adds a custom file to be exported. `path` is the virtual path that can be used to load the file, `file` is the binary data of the file.
160
+ * When called inside {@link _export_file} and `remap` is `true`, the current file will not be exported, but instead remapped to this custom file. `remap` is ignored when called in other places.
161
+ * `file` will not be imported, so consider using {@link _customize_resource} to remap imported resources.
162
+ */
163
+ add_file(path: string | NodePath, file: PackedByteArray | Array<unknown>, remap: boolean): void;
164
+ /** Adds an iOS bundle file from the given `path` to the exported project. */
165
+ add_ios_bundle_file(path: string | NodePath): void;
166
+ /**
167
+ * Adds C++ code to the iOS export. The final code is created from the code appended by each active export plugin.
168
+ */
169
+ add_ios_cpp_code(code: string | NodePath): void;
170
+ /**
171
+ * Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary.
172
+ * **Note:** For static libraries (*.a), this works the in same way as {@link add_apple_embedded_platform_framework}.
173
+ * **Note:** This method should not be used for System libraries as they are already present on the device.
174
+ */
175
+ add_ios_embedded_framework(path: string | NodePath): void;
176
+ /**
177
+ * Adds a static library (*.a) or a dynamic library (*.dylib, *.framework) to the Linking Phase to the iOS Xcode project.
178
+ */
179
+ add_ios_framework(path: string | NodePath): void;
180
+ /** Adds linker flags for the iOS export. */
181
+ add_ios_linker_flags(flags: string | NodePath): void;
182
+ /** Adds additional fields to the iOS project Info.plist file. */
183
+ add_ios_plist_content(plist_content: string | NodePath): void;
184
+ /** Adds a static library from the given `path` to the iOS project. */
185
+ add_ios_project_static_lib(path: string | NodePath): void;
186
+ /**
187
+ * Adds file or directory matching `path` to `PlugIns` directory of macOS app bundle.
188
+ * **Note:** This is useful only for macOS exports.
189
+ */
190
+ add_macos_plugin_file(path: string | NodePath): void;
191
+ /**
192
+ * Adds a shared object or a directory containing only shared objects with the given `tags` and destination `path`.
193
+ * **Note:** In case of macOS exports, those shared objects will be added to `Frameworks` directory of app bundle.
194
+ * In case of a directory code-sign will error if you place non code object in directory.
195
+ */
196
+ add_shared_object(path: string | NodePath, tags: PackedStringArray | Array<unknown>, target: string | NodePath): void;
197
+ /** Returns currently used export platform. */
198
+ get_export_platform(): EditorExportPlatform | null;
199
+ /** Returns currently used export preset. */
200
+ get_export_preset(): EditorExportPreset | null;
201
+ /** Returns the current value of an export option supplied by {@link _get_export_options}. */
202
+ get_option(name: string): unknown;
203
+ /**
204
+ * To be called inside {@link _export_file}. Skips the current file, so it's not included in the export.
205
+ */
206
+ skip(): void;
207
+ }
@@ -0,0 +1,83 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Export preset configuration. */
5
+ declare class EditorExportPreset extends RefCounted {
6
+ /** Returns `true` if the "Advanced" toggle is enabled in the export dialog. */
7
+ are_advanced_options_enabled(): boolean;
8
+ /**
9
+ * Returns a comma-separated list of custom features added to this preset, as a string. See Feature tags ($DOCS_URL/tutorials/export/feature_tags.html) in the documentation for more information.
10
+ */
11
+ get_custom_features(): string;
12
+ /**
13
+ * Returns a dictionary of files selected in the "Resources" tab of the export dialog. The dictionary's keys are file paths, and its values are the corresponding export modes: `"strip"`, `"keep"`, or `"remove"`. See also {@link get_file_export_mode}.
14
+ */
15
+ get_customized_files(): Dictionary;
16
+ /** Returns the number of files selected in the "Resources" tab of the export dialog. */
17
+ get_customized_files_count(): int;
18
+ /** Returns `true` if PCK directory encryption is enabled in the export dialog. */
19
+ get_encrypt_directory(): boolean;
20
+ /** Returns `true` if PCK encryption is enabled in the export dialog. */
21
+ get_encrypt_pck(): boolean;
22
+ /** Returns file filters to exclude during PCK encryption. */
23
+ get_encryption_ex_filter(): string;
24
+ /** Returns file filters to include during PCK encryption. */
25
+ get_encryption_in_filter(): string;
26
+ /** Returns PCK encryption key. */
27
+ get_encryption_key(): string;
28
+ /** Returns file filters to exclude during export. */
29
+ get_exclude_filter(): string;
30
+ /** Returns export file filter mode selected in the "Resources" tab of the export dialog. */
31
+ get_export_filter(): int;
32
+ /** Returns export target path. */
33
+ get_export_path(): string;
34
+ /** Returns file export mode for the specified file. */
35
+ get_file_export_mode(path: string | NodePath, default_: int): int;
36
+ /** Returns array of files to export. */
37
+ get_files_to_export(): PackedStringArray;
38
+ /** Returns file filters to include during export. */
39
+ get_include_filter(): string;
40
+ /** Returns export option value or value of environment variable if it is set. */
41
+ get_or_env(name: string, env_var: string | NodePath): unknown;
42
+ /** Returns the list of packs on which to base a patch export on. */
43
+ get_patches(): PackedStringArray;
44
+ /** Returns this export preset's name. */
45
+ get_preset_name(): string;
46
+ /**
47
+ * Returns the value of the setting identified by `name` using export preset feature tag overrides instead of current OS features.
48
+ */
49
+ get_project_setting(name: string): unknown;
50
+ /**
51
+ * Returns the export mode used by GDScript files. `0` for "Text", `1` for "Binary tokens", and `2` for "Compressed binary tokens (smaller files)".
52
+ */
53
+ get_script_export_mode(): int;
54
+ /**
55
+ * Returns the preset's version number, or fall back to the {@link ProjectSettings.application/config/version} project setting if set to an empty string.
56
+ * If `windows_version` is `true`, formats the returned version number to be compatible with Windows executable metadata.
57
+ */
58
+ get_version(name: string, windows_version: boolean): string;
59
+ /** Returns `true` if the preset has the property named `property`. */
60
+ has(property: string): boolean;
61
+ /** Returns `true` if the file at the specified `path` will be exported. */
62
+ has_export_file(path: string | NodePath): boolean;
63
+ /** Returns `true` if the dedicated server export mode is selected in the export dialog. */
64
+ is_dedicated_server(): boolean;
65
+ /** Returns `true` if the "Runnable" toggle is enabled in the export dialog. */
66
+ is_runnable(): boolean;
67
+
68
+ // enum ExportFilter
69
+ static readonly EXPORT_ALL_RESOURCES: int;
70
+ static readonly EXPORT_SELECTED_SCENES: int;
71
+ static readonly EXPORT_SELECTED_RESOURCES: int;
72
+ static readonly EXCLUDE_SELECTED_RESOURCES: int;
73
+ static readonly EXPORT_CUSTOMIZED: int;
74
+ // enum FileExportMode
75
+ static readonly MODE_FILE_NOT_CUSTOMIZED: int;
76
+ static readonly MODE_FILE_STRIP: int;
77
+ static readonly MODE_FILE_KEEP: int;
78
+ static readonly MODE_FILE_REMOVE: int;
79
+ // enum ScriptExportMode
80
+ static readonly MODE_SCRIPT_TEXT: int;
81
+ static readonly MODE_SCRIPT_BINARY_TOKENS: int;
82
+ static readonly MODE_SCRIPT_BINARY_TOKENS_COMPRESSED: int;
83
+ }
@@ -0,0 +1,90 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** An editor feature profile which can be used to disable specific features. */
5
+ declare class EditorFeatureProfile extends RefCounted {
6
+ /** Returns the specified `feature`'s human-readable name. */
7
+ get_feature_name(feature: int): string;
8
+ /**
9
+ * Returns `true` if the class specified by `class_name` is disabled. When disabled, the class won't appear in the Create New Node dialog.
10
+ */
11
+ is_class_disabled(class_name: string): boolean;
12
+ /**
13
+ * Returns `true` if editing for the class specified by `class_name` is disabled. When disabled, the class will still appear in the Create New Node dialog but the Inspector will be read-only when selecting a node that extends the class.
14
+ */
15
+ is_class_editor_disabled(class_name: string): boolean;
16
+ /**
17
+ * Returns `true` if `property` is disabled in the class specified by `class_name`. When a property is disabled, it won't appear in the Inspector when selecting a node that extends the class specified by `class_name`.
18
+ */
19
+ is_class_property_disabled(class_name: string, property: string): boolean;
20
+ /**
21
+ * Returns `true` if the `feature` is disabled. When a feature is disabled, it will disappear from the editor entirely.
22
+ */
23
+ is_feature_disabled(feature: int): boolean;
24
+ /**
25
+ * Loads an editor feature profile from a file. The file must follow the JSON format obtained by using the feature profile manager's **Export** button or the {@link save_to_file} method.
26
+ * **Note:** Feature profiles created via the user interface are loaded from the `feature_profiles` directory, as a file with the `.profile` extension. The editor configuration folder can be found by using {@link EditorPaths.get_config_dir}.
27
+ */
28
+ load_from_file(path: string | NodePath): int;
29
+ /**
30
+ * Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's **Import** button or the {@link load_from_file} method.
31
+ * **Note:** Feature profiles created via the user interface are saved in the `feature_profiles` directory, as a file with the `.profile` extension. The editor configuration folder can be found by using {@link EditorPaths.get_config_dir}.
32
+ */
33
+ save_to_file(path: string | NodePath): int;
34
+ /**
35
+ * If `disable` is `true`, disables the class specified by `class_name`. When disabled, the class won't appear in the Create New Node dialog.
36
+ */
37
+ set_disable_class(class_name: string, disable: boolean): void;
38
+ /**
39
+ * If `disable` is `true`, disables editing for the class specified by `class_name`. When disabled, the class will still appear in the Create New Node dialog but the Inspector will be read-only when selecting a node that extends the class.
40
+ */
41
+ set_disable_class_editor(class_name: string, disable: boolean): void;
42
+ /**
43
+ * If `disable` is `true`, disables editing for `property` in the class specified by `class_name`. When a property is disabled, it won't appear in the Inspector when selecting a node that extends the class specified by `class_name`.
44
+ */
45
+ set_disable_class_property(class_name: string, property: string, disable: boolean): void;
46
+ /**
47
+ * If `disable` is `true`, disables the editor feature specified in `feature`. When a feature is disabled, it will disappear from the editor entirely.
48
+ */
49
+ set_disable_feature(feature: int, disable: boolean): void;
50
+
51
+ // enum Feature
52
+ /**
53
+ * The 3D editor. If this feature is disabled, the 3D editor won't display but 3D nodes will still display in the Create New Node dialog.
54
+ */
55
+ static readonly FEATURE_3D: int;
56
+ /**
57
+ * The Script tab, which contains the script editor and class reference browser. If this feature is disabled, the Script tab won't display.
58
+ */
59
+ static readonly FEATURE_SCRIPT: int;
60
+ /** The AssetLib tab. If this feature is disabled, the AssetLib tab won't display. */
61
+ static readonly FEATURE_ASSET_LIB: int;
62
+ /**
63
+ * Scene tree editing. If this feature is disabled, the Scene tree dock will still be visible but will be read-only.
64
+ */
65
+ static readonly FEATURE_SCENE_TREE: int;
66
+ /**
67
+ * The Node dock. If this feature is disabled, signals and groups won't be visible and modifiable from the editor.
68
+ */
69
+ static readonly FEATURE_NODE_DOCK: int;
70
+ /** The FileSystem dock. If this feature is disabled, the FileSystem dock won't be visible. */
71
+ static readonly FEATURE_FILESYSTEM_DOCK: int;
72
+ /** The Import dock. If this feature is disabled, the Import dock won't be visible. */
73
+ static readonly FEATURE_IMPORT_DOCK: int;
74
+ /** The History dock. If this feature is disabled, the History dock won't be visible. */
75
+ static readonly FEATURE_HISTORY_DOCK: int;
76
+ /**
77
+ * The Game tab, which allows embedding the game window and selecting nodes by clicking inside of it. If this feature is disabled, the Game tab won't display.
78
+ */
79
+ static readonly FEATURE_GAME: int;
80
+ /**
81
+ * The Signals dock. If this feature is disabled, signals won't be visible and modifiable from the editor.
82
+ */
83
+ static readonly FEATURE_SIGNALS_DOCK: int;
84
+ /**
85
+ * The Groups dock. If this feature is disabled, groups won't be visible and modifiable from the editor.
86
+ */
87
+ static readonly FEATURE_GROUPS_DOCK: int;
88
+ /** Represents the size of the {@link Feature} enum. */
89
+ static readonly FEATURE_MAX: int;
90
+ }
@@ -0,0 +1,15 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A modified version of {@link FileDialog} used by the editor. */
5
+ declare class EditorFileDialog extends FileDialog {
6
+ /** If `true`, the {@link EditorFileDialog} will not warn the user before overwriting files. */
7
+ disable_overwrite_warning: boolean;
8
+ set_disable_overwrite_warning(value: boolean): void;
9
+ is_overwrite_warning_disabled(): boolean;
10
+
11
+ /**
12
+ * This method is kept for compatibility and does nothing. As an alternative, you can display another dialog after showing the file dialog.
13
+ */
14
+ add_side_menu(menu: Control, title?: string | NodePath): void;
15
+ }
@@ -0,0 +1,48 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Resource filesystem, as the editor sees it. */
5
+ declare class EditorFileSystem extends Node {
6
+ /**
7
+ * Returns the resource type of the file, given the full path. This returns a string such as `"Resource"` or `"GDScript"`, *not* a file extension such as `".gd"`.
8
+ */
9
+ get_file_type(path: string | NodePath): string;
10
+ /** Gets the root directory object. */
11
+ get_filesystem(): EditorFileSystemDirectory;
12
+ /** Returns a view into the filesystem at `path`. */
13
+ get_filesystem_path(path: string | NodePath): EditorFileSystemDirectory | null;
14
+ /** Returns the scan progress for 0 to 1 if the FS is being scanned. */
15
+ get_scanning_progress(): float;
16
+ /** Returns `true` if resources are currently being imported. */
17
+ is_importing(): boolean;
18
+ /** Returns `true` if the filesystem is being scanned. */
19
+ is_scanning(): boolean;
20
+ /**
21
+ * Reimports a set of files. Call this if these files or their `.import` files were directly edited by script or an external program.
22
+ * If the file type changed or the file was newly created, use {@link update_file} or {@link scan}.
23
+ * **Note:** This function blocks until the import is finished. However, the main loop iteration, including timers and {@link Node._process}, will occur during the import process due to progress bar updates. Avoid calls to {@link reimport_files} or {@link scan} while an import is in progress.
24
+ */
25
+ reimport_files(files: PackedStringArray | Array<unknown>): void;
26
+ /** Scan the filesystem for changes. */
27
+ scan(): void;
28
+ /** Check if the source of any imported resource changed. */
29
+ scan_sources(): void;
30
+ /**
31
+ * Add a file in an existing directory, or schedule file information to be updated on editor restart. Can be used to update text files saved by an external program.
32
+ * This will not import the file. To reimport, call {@link reimport_files} or {@link scan} methods.
33
+ */
34
+ update_file(path: string | NodePath): void;
35
+
36
+ /** Emitted if the filesystem changed. */
37
+ filesystem_changed: Signal<[]>;
38
+ /** Emitted if a resource is reimported. */
39
+ resources_reimported: Signal<[PackedStringArray]>;
40
+ /** Emitted before a resource is reimported. */
41
+ resources_reimporting: Signal<[PackedStringArray]>;
42
+ /** Emitted if at least one resource is reloaded when the filesystem is scanned. */
43
+ resources_reload: Signal<[PackedStringArray]>;
44
+ /** Emitted when the list of global script classes gets updated. */
45
+ script_classes_updated: Signal<[]>;
46
+ /** Emitted if the source of any imported file changed. */
47
+ sources_changed: Signal<[boolean]>;
48
+ }
@@ -0,0 +1,42 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A directory for the resource filesystem. */
5
+ declare class EditorFileSystemDirectory extends GodotObject {
6
+ /** Returns the index of the directory with name `name` or `-1` if not found. */
7
+ find_dir_index(name: string | NodePath): int;
8
+ /** Returns the index of the file with name `name` or `-1` if not found. */
9
+ find_file_index(name: string | NodePath): int;
10
+ /** Returns the name of the file at index `idx`. */
11
+ get_file(idx: int): string;
12
+ /** Returns the number of files in this directory. */
13
+ get_file_count(): int;
14
+ /** Returns `true` if the file at index `idx` imported properly. */
15
+ get_file_import_is_valid(idx: int): boolean;
16
+ /** Returns the path to the file at index `idx`. */
17
+ get_file_path(idx: int): string;
18
+ /**
19
+ * Returns the base class of the script class defined in the file at index `idx`. If the file doesn't define a script class using the `class_name` syntax, this will return an empty string.
20
+ */
21
+ get_file_script_class_extends(idx: int): string;
22
+ /**
23
+ * Returns the name of the script class defined in the file at index `idx`. If the file doesn't define a script class using the `class_name` syntax, this will return an empty string.
24
+ */
25
+ get_file_script_class_name(idx: int): string;
26
+ /**
27
+ * Returns the resource type of the file at index `idx`. This returns a string such as `"Resource"` or `"GDScript"`, *not* a file extension such as `".gd"`.
28
+ */
29
+ get_file_type(idx: int): string;
30
+ /** Returns the name of this directory. */
31
+ get_name(): string;
32
+ /**
33
+ * Returns the parent directory for this directory or `null` if called on a directory at `res://` or `user://`.
34
+ */
35
+ get_parent(): EditorFileSystemDirectory | null;
36
+ /** Returns the path to this directory. */
37
+ get_path(): string;
38
+ /** Returns the subdirectory at index `idx`. */
39
+ get_subdir(idx: int): EditorFileSystemDirectory | null;
40
+ /** Returns the number of subdirectories in this directory. */
41
+ get_subdir_count(): int;
42
+ }
@@ -0,0 +1,12 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Used to query and configure import format support. */
5
+ declare class EditorFileSystemImportFormatSupportQuery extends RefCounted {
6
+ /** Return the file extensions supported. */
7
+ _get_file_extensions(): PackedStringArray;
8
+ /** Return whether this importer is active. */
9
+ _is_active(): boolean;
10
+ /** Query support. Return `false` if import must not continue. */
11
+ _query(): boolean;
12
+ }
@@ -0,0 +1,67 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /**
5
+ * Registers a custom resource importer in the editor. Use the class to parse any file and import it as a new resource type.
6
+ */
7
+ declare class EditorImportPlugin extends ResourceImporter {
8
+ /**
9
+ * Tells whether this importer can be run in parallel on threads, or, on the contrary, it's only safe for the editor to call it from the main thread, for one file at a time.
10
+ * If this importer's implementation is thread-safe and can be run in parallel, override this with `true` to optimize for concurrency.
11
+ * If not overridden, returns `false`.
12
+ */
13
+ _can_import_threaded(): boolean;
14
+ /**
15
+ * Gets the format version of this importer. Increment this version when making incompatible changes to the format of the imported resources.
16
+ * If not overridden, the format version is `0`.
17
+ */
18
+ _get_format_version(): int;
19
+ /**
20
+ * Gets the options and default values for the preset at this index. Returns an Array of Dictionaries with the following keys: `name`, `default_value`, `property_hint` (optional), `hint_string` (optional), `usage` (optional).
21
+ */
22
+ _get_import_options(path: string | NodePath, preset_index: int): Array<Dictionary>;
23
+ /**
24
+ * Gets the order of this importer to be run when importing resources. Importers with *lower* import orders will be called first, and higher values will be called later. Use this to ensure the importer runs after the dependencies are already imported. The default import order is `0` unless overridden by a specific importer. See {@link ResourceImporter.ImportOrder} for some predefined values.
25
+ */
26
+ _get_import_order(): int;
27
+ /** Gets the unique name of the importer. */
28
+ _get_importer_name(): string;
29
+ /**
30
+ * Gets whether the import option specified by `option_name` should be visible in the Import dock. The default implementation always returns `true`, making all options visible. This is mainly useful for hiding options that depend on others if one of them is disabled.
31
+ */
32
+ _get_option_visibility(path: string | NodePath, option_name: string, options: Dictionary): boolean;
33
+ /**
34
+ * Gets the number of initial presets defined by the plugin. Use {@link _get_import_options} to get the default options for the preset and {@link _get_preset_name} to get the name of the preset.
35
+ * By default, there are no presets.
36
+ */
37
+ _get_preset_count(): int;
38
+ /** Gets the name of the options preset at this index. */
39
+ _get_preset_name(preset_index: int): string;
40
+ /**
41
+ * Gets the priority of this plugin for the recognized extension. Higher priority plugins will be preferred. The default priority is `1.0`.
42
+ */
43
+ _get_priority(): float;
44
+ /** Gets the list of file extensions to associate with this loader (case-insensitive). e.g. `["obj"]`. */
45
+ _get_recognized_extensions(): PackedStringArray;
46
+ /** Gets the Godot resource type associated with this loader. e.g. `"Mesh"` or `"Animation"`. */
47
+ _get_resource_type(): string;
48
+ /**
49
+ * Gets the extension used to save this resource in the `.godot/imported` directory (see {@link ProjectSettings.application/config/use_hidden_project_data_directory}).
50
+ */
51
+ _get_save_extension(): string;
52
+ /**
53
+ * Gets the name to display in the import window. You should choose this name as a continuation to "Import as", e.g. "Import as Special Mesh".
54
+ */
55
+ _get_visible_name(): string;
56
+ /**
57
+ * Imports `source_file` with the import `options` specified. Should return {@link @GlobalScope.OK} if the import is successful, other values indicate failure.
58
+ * The imported resource is expected to be saved to `save_path + "." + _get_save_extension()`. If a different variant is preferred for a feature tag ($DOCS_URL/tutorials/export/feature_tags.html), save the variant to `save_path + "." + tag + "." + _get_save_extension()` and add the feature tag to `platform_variants`.
59
+ * If additional resource files are generated in the resource filesystem (`res://`), add their full path to `gen_files` so that the editor knows they depend on `source_file`.
60
+ * This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method.
61
+ */
62
+ _import(source_file: string | NodePath, save_path: string | NodePath, options: Dictionary, platform_variants: Array<string>, gen_files: Array<string>): int;
63
+ /**
64
+ * This function can only be called during the {@link _import} callback and it allows manually importing resources from it. This is useful when the imported file generates external resources that require importing (as example, images). Custom parameters for the ".import" file can be passed via the `custom_options`. Additionally, in cases where multiple importers can handle a file, the `custom_importer` can be specified to force a specific one. This function performs a resource import and returns immediately with a success or error code. `generator_parameters` defines optional extra metadata which will be stored as [code skip-lint]generator_parameters[/code] in the `remap` section of the `.import` file, for example to store a md5 hash of the source data.
65
+ */
66
+ append_import_external_resource(path: string | NodePath, custom_options?: Dictionary, custom_importer?: string | NodePath, generator_parameters?: unknown): int;
67
+ }
@@ -0,0 +1,54 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A control used to edit properties of an object. */
5
+ declare class EditorInspector extends ScrollContainer {
6
+ draw_focus_border: boolean;
7
+ focus_mode: int;
8
+ follow_focus: boolean;
9
+ horizontal_scroll_mode: int;
10
+ set_draw_focus_border(value: boolean): void;
11
+ get_draw_focus_border(): boolean;
12
+
13
+ /**
14
+ * Shows the properties of the given `object` in this inspector for editing. To clear the inspector, call this method with `null`.
15
+ * **Note:** If you want to edit an object in the editor's main inspector, use the `edit_*` methods in {@link EditorInterface} instead.
16
+ */
17
+ edit(object: GodotObject): void;
18
+ /** Returns the object currently selected in this inspector. */
19
+ get_edited_object(): GodotObject | null;
20
+ /** Gets the path of the currently selected property. */
21
+ get_selected_path(): string;
22
+ /**
23
+ * Creates a property editor that can be used by plugin UI to edit the specified property of an `object`.
24
+ */
25
+ static instantiate_property_editor(object: GodotObject, type_: int, path: string | NodePath, hint: int, hint_text: string | NodePath, usage: int, wide?: boolean): EditorProperty | null;
26
+
27
+ /** Emitted when the object being edited by the inspector has changed. */
28
+ edited_object_changed: Signal<[]>;
29
+ /**
30
+ * Emitted when the Edit button of an {@link Object} has been pressed in the inspector. This is mainly used in the remote scene tree Inspector.
31
+ */
32
+ object_id_selected: Signal<[int]>;
33
+ /** Emitted when a property is removed from the inspector. */
34
+ property_deleted: Signal<[string]>;
35
+ /** Emitted when a property is edited in the inspector. */
36
+ property_edited: Signal<[string]>;
37
+ /**
38
+ * Emitted when a property is keyed in the inspector. Properties can be keyed by clicking the "key" icon next to a property when the Animation panel is toggled.
39
+ */
40
+ property_keyed: Signal<[string, unknown, boolean]>;
41
+ /** Emitted when a property is selected in the inspector. */
42
+ property_selected: Signal<[string]>;
43
+ /**
44
+ * Emitted when a boolean property is toggled in the inspector.
45
+ * **Note:** This signal is never emitted if the internal `autoclear` property enabled. Since this property is always enabled in the editor inspector, this signal is never emitted by the editor itself.
46
+ */
47
+ property_toggled: Signal<[string, boolean]>;
48
+ /** Emitted when a resource is selected in the inspector. */
49
+ resource_selected: Signal<[Resource, string]>;
50
+ /**
51
+ * Emitted when a property that requires a restart to be applied is edited in the inspector. This is only used in the Project Settings and Editor Settings.
52
+ */
53
+ restart_requested: Signal<[]>;
54
+ }