b68dd2e189
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
53 lines
2.1 KiB
XML
53 lines
2.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ScriptCreateDialog" inherits="ConfirmationDialog" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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The Editor's popup dialog for creating new [Script] files.
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</brief_description>
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<description>
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The [ScriptCreateDialog] creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling one of the [method Window.popup] methods.
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[codeblocks]
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[gdscript]
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func _ready():
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var dialog = ScriptCreateDialog.new();
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dialog.config("Node", "res://new_node.gd") # For in-engine types.
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dialog.config("\"res://base_node.gd\"", "res://derived_node.gd") # For script types.
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dialog.popup_centered()
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[/gdscript]
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[csharp]
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public override void _Ready()
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{
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var dialog = new ScriptCreateDialog();
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dialog.Config("Node", "res://NewNode.cs"); // For in-engine types.
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dialog.Config("\"res://BaseNode.cs\"", "res://DerivedNode.cs"); // For script types.
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dialog.PopupCentered();
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}
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="config">
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<return type="void" />
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<argument index="0" name="inherits" type="String" />
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<argument index="1" name="path" type="String" />
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<argument index="2" name="built_in_enabled" type="bool" default="true" />
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<argument index="3" name="load_enabled" type="bool" default="true" />
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<description>
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Prefills required fields to configure the ScriptCreateDialog for use.
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</description>
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</method>
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</methods>
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<members>
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<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" overrides="AcceptDialog" default="false" />
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<member name="title" type="String" setter="set_title" getter="get_title" overrides="Window" default=""Attach Node Script"" />
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</members>
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<signals>
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<signal name="script_created">
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<argument index="0" name="script" type="Script" />
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<description>
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Emitted when the user clicks the OK button.
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</description>
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</signal>
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</signals>
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</class>
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