Inheritance #

EditorCommandPalette
Table of contents

EditorCommandPalette #

is_instantiable, Node, editor, not_builtin_classes

Godot editor's command palette.

Object that holds all the available Commands and their shortcuts text. These Commands can be accessed through Editor > Command Palette menu.

Command key names use slash delimiters to distinguish sections, for example: "example/command1" then example will be the section name.

GDScript

var command_palette = EditorInterface.get_command_palette()
# external_command is a function that will be called with the command is executed.
var command_callable = Callable(self, "external_command").bind(arguments)
command_palette.add_command("command", "test/command",command_callable)

C#

EditorCommandPalette commandPalette = EditorInterface.Singleton.GetCommandPalette();
// ExternalCommand is a function that will be called with the command is executed.
Callable commandCallable = new Callable(this, MethodName.ExternalCommand);
commandPalette.AddCommand("command", "test/command", commandCallable)

Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_command_palette.

Members #

var dialog_hide_on_ok: bool = false#

Methods #

func add_command(shortcut_text: String = "None") -> void#

Adds a custom command to EditorCommandPalette.

- command_name: String (Name of the Command. This is displayed to the user.)

- key_name: String (Name of the key for a particular Command. This is used to uniquely identify the Command.)

- binded_callable: Callable (Callable of the Command. This will be executed when the Command is selected.)

- shortcut_text: String (Shortcut text of the Command if available.)

func remove_command(key_name: String) -> void#

Removes the custom command from EditorCommandPalette.

- key_name: String (Name of the key for a particular Command.)

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