Add a method for restarting the editor to EditorInterface
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3 changed files with 16 additions and 0 deletions
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@ -206,6 +206,13 @@
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Reloads the scene at the given path.
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</description>
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</method>
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<method name="restart_editor">
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<return type="void" />
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<param index="0" name="save" type="bool" default="true" />
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<description>
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Restarts the editor. This closes the editor and then opens the same project. If [param save] is [code]true[/code], the project will be saved before restarting.
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</description>
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</method>
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<method name="save_scene">
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<return type="int" enum="Error" />
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<description>
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@ -312,6 +312,13 @@ void EditorInterface::set_distraction_free_mode(bool p_enter) {
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EditorNode::get_singleton()->set_distraction_free_mode(p_enter);
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}
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void EditorInterface::restart_editor(bool p_save) {
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if (p_save) {
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EditorNode::get_singleton()->save_all_scenes();
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}
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EditorNode::get_singleton()->restart_editor();
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}
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bool EditorInterface::is_distraction_free_mode_enabled() const {
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return EditorNode::get_singleton()->is_distraction_free_mode_enabled();
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}
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@ -360,6 +367,7 @@ void EditorInterface::_bind_methods() {
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ClassDB::bind_method(D_METHOD("save_scene"), &EditorInterface::save_scene);
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ClassDB::bind_method(D_METHOD("save_scene_as", "path", "with_preview"), &EditorInterface::save_scene_as, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("restart_editor", "save"), &EditorInterface::restart_editor, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("set_main_screen_editor", "name"), &EditorInterface::set_main_screen_editor);
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ClassDB::bind_method(D_METHOD("set_distraction_free_mode", "enter"), &EditorInterface::set_distraction_free_mode);
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@ -116,6 +116,7 @@ public:
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Error save_scene();
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void save_scene_as(const String &p_scene, bool p_with_preview = true);
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void restart_editor(bool p_save = true);
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Vector<Ref<Texture2D>> make_mesh_previews(const Vector<Ref<Mesh>> &p_meshes, Vector<Transform3D> *p_transforms, int p_preview_size);
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