ScriptEditor Properties |
The ScriptEditor type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
AnchorBottom | Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom margin updates when the node moves or changes size. You can use one of the ControlAnchor constants for convenience. | |
AnchorLeft | Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left margin updates when the node moves or changes size. You can use one of the ControlAnchor constants for convenience. | |
AnchorRight | Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right margin updates when the node moves or changes size. You can use one of the ControlAnchor constants for convenience. | |
AnchorTop | Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use one of the ControlAnchor constants for convenience. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
FocusMode | The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals. | |
FocusNeighbourBottom | Tells Godot which node it should give keyboard focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the ui_down input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one. | |
FocusNeighbourLeft | Tells Godot which node it should give keyboard focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the ui_left input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the left of this one. | |
FocusNeighbourRight | Tells Godot which node it should give keyboard focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the ui_right input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one. | |
FocusNeighbourTop | Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the ui_top input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one. | |
FocusNext | Tells Godot which node it should give keyboard focus to if the user presses Tab on a keyboard by default. You can change the key by editing the ui_focus_next input action. If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree. | |
FocusPrevious | Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab on a keyboard by default. You can change the key by editing the ui_focus_prev input action. If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree. | |
GrowHorizontal | Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size. | |
GrowVertical | Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size. | |
HintTooltip | Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the MouseFilter property is not . You can change the time required for the tooltip to appear with gui/timers/tooltip_delay_sec option in Project Settings. The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding _MakeCustomTooltip(String). The default tooltip includes a PopupPanel and Label whose theme properties can be customized using Theme methods with the "TooltipPanel" and "TooltipLabel" respectively. For example: var style_box = StyleBoxFlat.new() style_box.set_bg_color(Color(1, 1, 0)) style_box.set_border_width_all(2) # We assume here that the `theme` property has been assigned a custom Theme beforehand. theme.set_stylebox("panel", "TooltipPanel", style_box) theme.set_color("font_color", "TooltipLabel", Color(0, 1, 1)) | |
InputPassOnModalCloseClick | Enables whether input should propagate when you close the control as modal. If false, stops event handling at the viewport input event handling. The viewport first hides the modal and after marks the input as handled. | |
LightMask | The rendering layers in which this CanvasItem responds to Light2D nodes. | |
MarginBottom | Distance between the node's bottom edge and its parent control, based on AnchorBottom. Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node. | |
MarginLeft | Distance between the node's left edge and its parent control, based on AnchorLeft. Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node. | |
MarginRight | Distance between the node's right edge and its parent control, based on AnchorRight. Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node. | |
MarginTop | Distance between the node's top edge and its parent control, based on AnchorTop. Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node. | |
Material | The material applied to textures on this CanvasItem. | |
Modulate | The color applied to textures on this CanvasItem. | |
MouseDefaultCursorShape | The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors. Note: On Linux, shapes may vary depending on the cursor theme of the system. | |
MouseFilter | Controls whether the control will be able to receive mouse button input events through _GuiInput(InputEvent) and how these events should be handled. Also controls whether the control can receive the mouse_entered, and mouse_exited signals. See the constants to learn what each does. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. | |
NativeInstance | (Inherited from Object.) | |
Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. | |
RectClipContent | Enables whether rendering of CanvasItem based children should be clipped to this control's rectangle. If true, parts of a child which would be visibly outside of this control's rectangle will not be rendered. | |
RectGlobalPosition | The node's global position, relative to the world (usually to the top-left corner of the window). | |
RectMinSize | The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes. | |
RectPivotOffset | By default, the node's pivot is its top-left corner. When you change its RectScale, it will scale around this pivot. Set this property to RectSize / 2 to center the pivot in the node's rectangle. | |
RectPosition | The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by RectPivotOffset. | |
RectRotation | The node's rotation around its pivot, in degrees. See RectPivotOffset to change the pivot's position. | |
RectScale | The node's scale, relative to its RectSize. Change this property to scale the node around its RectPivotOffset. The Control's HintTooltip will also scale according to this value. Note: This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the documentation instead of scaling Controls individually. Note: If the Control node is a child of a Container node, the scale will be reset to Vector2(1, 1) when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using yield(get_tree(), "idle_frame") then set its RectScale property. | |
RectSize | The size of the node's bounding rectangle, in pixels. Container nodes update this property automatically. | |
SelfModulate | The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems. | |
ShowBehindParent | If true, the object draws behind its parent. | |
ShowOnTop | If true, the object draws on top of its parent. | |
SizeFlagsHorizontal | Tells the parent Container nodes how they should resize and place the node on the X axis. Use one of the ControlSizeFlags constants to change the flags. See the constants to learn what each does. | |
SizeFlagsStretchRatio | If the node and at least one of its neighbours uses the size flag, the parent Container will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space. | |
SizeFlagsVertical | Tells the parent Container nodes how they should resize and place the node on the Y axis. Use one of the ControlSizeFlags constants to change the flags. See the constants to learn what each does. | |
Theme | Changing this property replaces the current Theme resource this node and all its Control children use. | |
UseParentMaterial | If true, the parent CanvasItem's Material property is used as this one's material. | |
Visible | If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true). Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead. |