virtualx-engine-docs/_sources/tutorials/scripting/creating_script_templates.rst.txt

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.. _doc_creating_script_templates:
Creating script templates
=========================
Godot provides a way to use script templates as seen in the
``Script Create Dialog`` while creating a new script:
.. image:: img/script_create_dialog_templates.png
A set of default script templates is provided by default, but it's also possible
to modify existing and create new ones, both per project and the editor.
Locating the templates
----------------------
There are two places where templates can be managed.
Editor-defined templates
~~~~~~~~~~~~~~~~~~~~~~~~
These are available globally throughout any project. The location of these
templates are determined per each OS:
- Windows: ``%APPDATA%\Godot\script_templates\``
- Linux: ``$HOME/.config/godot/script_templates/``
- macOS: ``$HOME/Library/Application Support/Godot/script_templates/``
If no ``script_templates`` is detected, Godot will create a default set of
built-in templates automatically, so this logic can be used to reset the default
templates in case you've accidentally overwritten them.
Project-defined templates
~~~~~~~~~~~~~~~~~~~~~~~~~
The default path to search for templates is the
``res://script_templates/`` directory. The path can be changed by configuring
the ``editor/script_templates_search_path`` setting in the
:ref:`ProjectSettings <class_ProjectSettings>`, both via code and the editor.
If no ``script_templates`` directory is found within a project, it is simply
ignored.
Language support and overriding behavior
----------------------------------------
Depending on whether a particular language implements a way to generate scripts
out of templates, it's possible to create a template which can be recognized by
that language according to template's file extension. For GDScript and C#, the
extensions must be ``gd`` and ``cs`` respectively.
.. note:: The script templates have the same extension as the regular script
files. This may lead to an issue of a script parser treating those templates as
actual scripts within a project. To avoid this, make sure to ignore the
directory containing them by creating an empty ``.gdignore`` file. The directory won't be
visible throughout the project's filesystem anymore, yet the templates can be
modified by an external text editor anytime.
The built-in editor templates are automatically shadowed by the project-specific
templates given both scripts have the same filename.
Default template
----------------
The ``Default`` template is always generated dynamically per language and cannot
be configured nor overridden, but you can use these as the base for creating
other templates.
.. tabs::
.. code-tab:: gdscript GDScript
extends %BASE%
# Declare member variables here. Examples:
# var a%INT_TYPE% = 2
# var b%STRING_TYPE% = "text"
# Called when the node enters the scene tree for the first time.
func _ready()%VOID_RETURN%:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta%FLOAT_TYPE%)%VOID_RETURN%:
# pass
.. code-tab:: csharp
using Godot;
using System;
public class %CLASS% : %BASE%
{
// Declare member variables here. Examples:
// private int a = 2;
// private string b = "text";
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
}
// // Called every frame. 'delta' is the elapsed time since the previous frame.
// public override void _Process(float delta)
// {
//
// }
}
List of template placeholders
-----------------------------
The following describes the complete list of built-in template placeholders
which are currently implemented.
Base placeholders
~~~~~~~~~~~~~~~~~
+-------------+----------------------------------------------------------------+
| Placeholder | Description |
+=============+================================================================+
| ``%CLASS%`` | The name of the new class (used in C# only). |
+-------------+----------------------------------------------------------------+
| ``%BASE%`` | The base type a new script inherits from. |
+-------------+----------------------------------------------------------------+
| ``%TS%`` | Indentation placeholder. The exact type and number of |
| | whitespace characters used for indentation is determined by |
| | the ``text_editor/indent/type`` and ``text_editor/indent/size``|
| | settings in the :ref:`EditorSettings <class_EditorSettings>` |
| | respectively. |
+-------------+----------------------------------------------------------------+
Type placeholders
~~~~~~~~~~~~~~~~~
These are only relevant for GDScript with static typing. Whether these
placeholders are actually replaced is determined by the
``text_editor/completion/add_type_hints`` setting in the
:ref:`EditorSettings <class_EditorSettings>`.
+-------------------+--------------+
| Placeholder | Value |
+===================+==============+
| ``%INT_TYPE%`` | ``: int`` |
+-------------------+--------------+
| ``%STRING_TYPE%`` | ``: String`` |
+-------------------+--------------+
| ``%FLOAT_TYPE%`` | ``: float`` |
+-------------------+--------------+
| ``%VOID_RETURN%`` | ``-> void`` |
+-------------------+--------------+