reckfellENGINE

EditorDock

Dockable container for the editor.

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class EditorDockReckfellSharpEditorInherits MarginContainer

Dockable container for the editor.

EditorDock is a Container node that can be docked in one of the editor's dock slots. Docks are added by plugins to provide space for controls related to an EditorPlugin. The editor comes with a few built-in docks, such as the Scene dock, Content Browser, etc. You can add a dock by using EditorPlugin.AddDock. The dock can be customized by changing its properties.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

EditorDockConstructor
# EditorDock
C#
public EditorDock();

Properties13

AllowSwitchScreenProperty
# AllowSwitchScreen
C#
public bool AllowSwitchScreen { get; set; }

If true and this dock is docked in the main screen, selecting a node in the scene tree can switch away from this dock. The selected node needs to be handled by another main screen dock (2D, 3D) for the switch to happen.

AvailableLayoutsProperty
# AvailableLayouts
C#
public EditorDock.DockLayout AvailableLayouts { get; set; }

The available layouts for this dock, as a bitmask. By default, the dock allows vertical and floating layouts.

ClosableProperty
# Closable
C#
public bool Closable { get; set; }

If true, the dock can be closed with the Close button in the context popup. Docks with EditorDock.Global enabled are always closable.

DefaultSlotProperty
# DefaultSlot
C#
public EditorDock.DockSlot DefaultSlot { get; set; }

Initial placement before AddDock; LeftUl and MainScreen were checked. Not a command to move an already open panel. The SDK exposes None=-1, but the current native setter checks a nonnegative index: do not use it as a verified hiding method.

DockIconProperty
# DockIcon
C#
public Texture2D DockIcon { get; set; }

The icon for the dock, as a texture. If specified, it will override EditorDock.IconName.

DockShortcutProperty
# DockShortcut
C#
public Shortcut DockShortcut { get; set; }

The shortcut used to open the dock.

ForceShowIconProperty
# ForceShowIcon
C#
public bool ForceShowIcon { get; set; }

If true, the dock will always display an icon, regardless of EditorSettings.interface/editor/docks/dock_tab_style or EditorSettings.interface/editor/docks/bottom_dock_tab_style.

GlobalProperty
# Global
C#
public bool Global { get; set; }

If true, the dock appears in the Editor > Editor Docks menu and can be closed. Non-global docks can still be closed using EditorDock.Close or when EditorDock.Closable is true.

IconNameProperty
# IconName
C#
public StringName IconName { get; set; }

The icon for the dock, as a name from the EditorIcons theme type in the editor theme. You can find the list of available icons here.

LayoutKeyProperty
# LayoutKey
C#
public string LayoutKey { get; set; }

The key representing this dock in the editor's layout file. If empty, the dock's displayed name will be used instead.

TitleProperty
# Title
C#
public string Title { get; set; }

Display title also used by GetDockByName. An empty title uses the panel name. Do not treat a translated title as a persistent data identifier.

TitleColorProperty
# TitleColor
C#
public Color TitleColor { get; set; }

The color of the dock tab's title. If its alpha is 0.0, the default font color will be used.

TransientProperty
# Transient
C#
public bool Transient { get; set; }

If true, the dock is not automatically opened or closed when loading an editor layout, only moved. It also can't be opened using a shortcut. This is meant for docks that are opened and closed in specific cases, such as when selecting a TileMap or AnimationTree node.

Methods33

Closevoid
# Close
C#
public void Close();

Closes the dock, making its tab hidden.

GetAvailableLayoutsEditorDock.DockLayout
# GetAvailableLayouts
C#
public EditorDock.DockLayout GetAvailableLayouts();
Returns EditorDock.DockLayout
GetDefaultSlotEditorDock.DockSlot
# GetDefaultSlot
C#
public EditorDock.DockSlot GetDefaultSlot();
Returns EditorDock.DockSlot
GetDockIconTexture2D
# GetDockIcon
C#
public Texture2D GetDockIcon();
Returns Texture2D
GetDockShortcutShortcut
# GetDockShortcut
C#
public Shortcut GetDockShortcut();
Returns Shortcut
GetForceShowIconbool
# GetForceShowIcon
C#
public bool GetForceShowIcon();
Returns bool
GetIconNameStringName
# GetIconName
C#
public StringName GetIconName();
Returns StringName
GetLayoutKeystring
# GetLayoutKey
C#
public string GetLayoutKey();
Returns string
GetTitlestring
# GetTitle
C#
public string GetTitle();
Returns string
GetTitleColorColor
# GetTitleColor
C#
public Color GetTitleColor();
Returns Color
IsAllowSwitchScreenbool
# IsAllowSwitchScreen
C#
public bool IsAllowSwitchScreen();
Returns bool
IsClosablebool
# IsClosable
C#
public bool IsClosable();
Returns bool
IsGlobalbool
# IsGlobal
C#
public bool IsGlobal();
Returns bool
IsTransientbool
# IsTransient
C#
public bool IsTransient();
Returns bool
MakeVisiblevoid
# MakeVisible
C#
public void MakeVisible();

Requests dock opening and focus from the manager. The checked MainScreen panel became visible in the editor tree. This does not prove physical window rendering or a user click.

Openvoid
# Open
C#
public void Open();

Opens the dock. It will appear in the last used dock slot. If the dock has no default slot, it will be opened floating. Note: This does not focus the dock. If you want to open and focus the dock, use EditorDock.MakeVisible.

SetAllowSwitchScreenvoid
# SetAllowSwitchScreen
C#
public void SetAllowSwitchScreen(bool allow);
Parameters
NameTypeDefault
allowbool—
SetAvailableLayoutsvoid
# SetAvailableLayouts
C#
public void SetAvailableLayouts(EditorDock.DockLayout layouts);
Parameters
NameTypeDefault
layoutsEditorDock.DockLayout—
SetClosablevoid
# SetClosable
C#
public void SetClosable(bool closable);
Parameters
NameTypeDefault
closablebool—
SetDefaultSlotvoid
# SetDefaultSlot
C#
public void SetDefaultSlot(EditorDock.DockSlot slot);
Parameters
NameTypeDefault
slotEditorDock.DockSlot—
SetDockIconvoid
# SetDockIcon
C#
public void SetDockIcon(Texture2D icon);
Parameters
NameTypeDefault
iconTexture2D—
SetDockShortcutvoid
# SetDockShortcut
C#
public void SetDockShortcut(Shortcut shortcut);
Parameters
NameTypeDefault
shortcutShortcut—
SetForceShowIconvoid
# SetForceShowIcon
C#
public void SetForceShowIcon(bool force);
Parameters
NameTypeDefault
forcebool—
SetGlobalvoid
# SetGlobal
C#
public void SetGlobal(bool global);
Parameters
NameTypeDefault
globalbool—
SetIconNamevoid
# SetIconName
C#
public void SetIconName(StringName iconName);
Parameters
NameTypeDefault
iconNameStringName—
SetLayoutKeyvoid
# SetLayoutKey
C#
public void SetLayoutKey(string layoutKey);
Parameters
NameTypeDefault
layoutKeystring—
SetTitlevoid
# SetTitle
C#
public void SetTitle(string title);
Parameters
NameTypeDefault
titlestring—
SetTitleColorvoid
# SetTitleColor
C#
public void SetTitleColor(Color color);
Parameters
NameTypeDefault
colorColor—
SetTransientvoid
# SetTransient
C#
public void SetTransient(bool transient);
Parameters
NameTypeDefault
transientbool—
_LoadLayoutFromConfigvoid
# _LoadLayoutFromConfig
C#
public virtual void _LoadLayoutFromConfig(ConfigFile config, string section);

Implement this method to handle loading this dock's layout. It's equivalent to EditorPlugin._SetWindowLayout. section is a unique section based on EditorDock.LayoutKey.

Parameters
NameTypeDefault
configConfigFile—
sectionstring—
_SaveLayoutToConfigvoid
# _SaveLayoutToConfig
C#
public virtual void _SaveLayoutToConfig(ConfigFile config, string section);

Implement this method to handle saving this dock's layout. It's equivalent to EditorPlugin._GetWindowLayout. section is a unique section based on EditorDock.LayoutKey.

Parameters
NameTypeDefault
configConfigFile—
sectionstring—
_UpdateLayoutvoid · Deprecated
# _UpdateLayout
C#
public virtual void _UpdateLayout(int layout);

Implement this method to handle the layout switching for this dock. layout is one of the EditorDock.DockLayout constants.

Parameters
NameTypeDefault
layoutint—
_UpdateLayoutAndSlotvoid
# _UpdateLayoutAndSlot
C#
public virtual void _UpdateLayoutAndSlot(int layout, int slot);

Implement this method to handle the layout/slot switching for this dock. layout is one of the EditorDock.DockLayout constants, and slot is one of the EditorDock.DockSlot ones.

Parameters
NameTypeDefault
layoutint—
slotint—

Signals and events2

ClosedEvent
# Closed
C#
public event Action Closed;

Emitted when the dock is closed, before it's removed from its parent. The dock can be closed using Close button in the dock popup, using EditorDock.Close, or as a result of a layout change.

OpenedEvent
# Opened
C#
public event Action Opened;

Emitted when the dock is opened via the Editor > Editor Docks menu, before it's made visible.

EditorDock.DockLayout

ValueDescription
All = 7

Allows placing the dock in all available slots, except in main screen.

Floating = 4

Allows making the dock floating (opened as a separate window).

Horizontal = 2

Allows placing the dock in the horizontal dock slots at the bottom.

MainScreen = 8

Allows using the dock as main screen.

Vertical = 1

Allows placing the dock in the vertical dock slots on either side of the editor.

EditorDock.DockSlot

ValueDescription
Bottom = 8

Bottom panel.

BottomL = 9

Dock slot at the bottom, below bottom panel, on the left side.

BottomR = 10

Dock slot at the bottom, below bottom panel, on the right side.

LeftBl = 1

Dock slot, left side, bottom-left (empty in default layout).

LeftBr = 3

Dock slot, left side, bottom-right (in default layout includes FileSystem and History docks).

LeftUl = 0

Dock slot, left side, upper-left (empty in default layout).

LeftUr = 2

Dock slot, left side, upper-right (in default layout includes Scene and Import docks).

MainScreen = 11

The editor's main screen.

Max = 12

Represents the size of the EditorDock.DockSlot enum.

None = -1

The dock is closed.

RightBl = 5

Dock slot, right side, bottom-left (empty in default layout).

RightBr = 7

Dock slot, right side, bottom-right (empty in default layout).

RightUl = 4

Dock slot, right side, upper-left (in default layout includes Inspector, Signal, and Group docks).

RightUr = 6

Dock slot, right side, upper-right (empty in default layout).

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