gdscript_exports.rst 8.4 KB

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  1. .. _doc_gdscript_exports:
  2. GDScript exports
  3. ================
  4. Introduction to exports
  5. -----------------------
  6. In Godot, class members can be exported. This means their value gets saved along
  7. with the resource (such as the :ref:`scene <class_PackedScene>`) they're
  8. attached to. They will also be available for editing in the property editor.
  9. Exporting is done by using the ``@export`` annotation::
  10. extends Button
  11. @export var number = 5
  12. In that example the value `5` will be saved and visible in the property editor.
  13. An exported variable must be initialized to a constant expression or have a type specifier
  14. in the variable. Some of the export annotations have a specific type and don't need the variable to be typed (see the
  15. *Examples* section below).
  16. One of the fundamental benefits of exporting member variables is to have
  17. them visible and editable in the editor. This way, artists and game designers
  18. can modify values that later influence how the program runs. For this, a
  19. special export syntax is provided.
  20. Exporting can only be done with built-in types or objects derived from the :ref:`Resource class <class_Resource>`.
  21. .. note::
  22. Exporting properties can also be done in other languages such as C#.
  23. The syntax varies depending on the language. See :ref:`doc_c_sharp_exports`
  24. for information on C# exports.
  25. Basic use
  26. ---------
  27. If the exported value assigns a constant or constant expression,
  28. the type will be inferred and used in the editor.
  29. ::
  30. @export var number = 5
  31. If there's no default value, you can add a type to the variable.
  32. ::
  33. @export var number: int
  34. Export works with resource types.
  35. ::
  36. @export var character_face: Texture
  37. @export var scene_file: PackedScene
  38. There are many resource types that can be used this way, try e.g.
  39. the following to list them:
  40. ::
  41. @export var resource: Resource
  42. Integers and strings hint enumerated values.
  43. # Editor will enumerate as 0, 1 and 2.
  44. @export_enum("Warrior", "Magician", "Thief") var character_class
  45. If type is String, editor will enumerate with string names.
  46. ::
  47. @export_enum("Rebecca", "Mary", "Leah") var character_name: String
  48. Named enum values
  49. -----------------
  50. Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
  51. ::
  52. enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
  53. @export var x: NamedEnum
  54. Strings as paths
  55. ----------------
  56. String as a path to a file.
  57. ::
  58. @export_file var f
  59. String as a path to a directory.
  60. ::
  61. @export_dir var f
  62. String as a path to a file, custom filter provided as hint.
  63. ::
  64. @export_file("*.txt") var f
  65. Using paths in the global filesystem is also possible,
  66. but only in scripts in tool mode.
  67. String as a path to a PNG file in the global filesystem.
  68. ::
  69. @export_global_file("*.png") var tool_image
  70. String as a path to a directory in the global filesystem.
  71. ::
  72. @export_global_dir var tool_dir
  73. The multiline annotation tells the editor to show a large input
  74. field for editing over multiple lines.
  75. ::
  76. @export_multiline var text
  77. Limiting editor input ranges
  78. ----------------------------
  79. Allow integer values from 0 to 20.
  80. ::
  81. @export_range(0, 20) var i
  82. Allow integer values from -10 to 20.
  83. ::
  84. @export_range(-10, 20) var j
  85. Allow floats from -10 to 20 and snap the value to multiples of 0.2.
  86. ::
  87. @export_range(-10, 20, 0.2) var k: float
  88. The limits can be only for the slider if you add the hints "or_greater" and/or "or_lesser".
  89. ::
  90. @export_range(0, 100, 1, "or_greater", "or_lesser")
  91. .. TODO: Document other hint strings usable with export_range.
  92. Floats with easing hint
  93. -----------------------
  94. Display a visual representation of the 'ease()' function
  95. when editing.
  96. ::
  97. @export_exp_easing var transition_speed
  98. Colors
  99. ------
  100. Regular color given as red-green-blue-alpha value.
  101. ::
  102. @export var col: Color
  103. Color given as red-green-blue value (alpha will always be 1).
  104. ::
  105. @export_color_no_alpha var col: Color
  106. Nodes
  107. -----
  108. Nodes can't be directly exported. Instead you need to export
  109. a node path, then use that node path with `get_node()`
  110. ::
  111. @export var node_path: NodePath
  112. var node = get_node(node_path)
  113. If you want to limit the types of nodes, you can use the @export_node_path annotation.
  114. ::
  115. @export_node_path(Button, TouchScreenButton) var some_button
  116. Resources
  117. ---------
  118. ::
  119. @export var resource: Resource
  120. In the Inspector, you can then drag and drop a resource file
  121. from the FileSystem dock into the variable slot.
  122. Opening the inspector dropdown may result in an
  123. extremely long list of possible classes to create, however.
  124. Therefore, if you specify an extension of Resource such as:
  125. @export var resource: AnimationNode
  126. The drop-down menu will be limited to AnimationNode and all
  127. its inherited classes.
  128. It must be noted that even if the script is not being run while in the
  129. editor, the exported properties are still editable. This can be used
  130. in conjunction with a :ref:`script in "tool" mode <doc_gdscript_tool_mode>`.
  131. Exporting bit flags
  132. -------------------
  133. Integers used as bit flags can store multiple ``true``/``false`` (boolean)
  134. values in one property. By using the ``@export_flags`` annotation, they
  135. can be set from the editor::
  136. # Set any of the given flags from the editor.
  137. @export_flags("Fire", "Water", "Earth", "Wind") var spell_elements = 0
  138. You must provide a string description for each flag. In this example, ``Fire``
  139. has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
  140. corresponds to value 8. Usually, constants should be defined accordingly (e.g.
  141. ``const ELEMENT_WIND = 8`` and so on).
  142. Export annotations are also provided for the physics and render layers defined in the project settings::
  143. @export_flags_2d_physics var layers_2d_physics
  144. @export_flags_2d_render var layers_2d_render
  145. @export_flags_3d_physics var layers_3d_physics
  146. @export_flags_3d_render var layers_3d_render
  147. Using bit flags requires some understanding of bitwise operations.
  148. If in doubt, use boolean variables instead.
  149. Exporting arrays
  150. ----------------
  151. Exported arrays can have initializers, but they must be constant expressions.
  152. If the exported array specifies a type which inherits from Resource, the array
  153. values can be set in the inspector by dragging and dropping multiple files
  154. from the FileSystem dock at once.
  155. Default value must be a constant expression.
  156. ::
  157. export var a = [1, 2, 3]
  158. Exported arrays can specify type (using the same hints as before).
  159. ::
  160. export(Array, int) var ints = [1, 2, 3]
  161. export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
  162. export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
  163. You can omit the default value, but then it would be null if not assigned.
  164. ::
  165. export(Array) var b
  166. export(Array, PackedScene) var scenes
  167. Arrays with specified types which inherit from resource can be set by
  168. drag-and-dropping multiple files from the FileSystem dock.
  169. ::
  170. export(Array, Texture) var textures
  171. export(Array, PackedScene) var scenes
  172. Typed arrays also work, only initialized empty:
  173. ::
  174. export var vector3s = PackedVector3Array()
  175. export var strings = PackedStringArray()
  176. Default value can include run-time values, but can't
  177. be exported.
  178. ::
  179. var c = [a, 2, 3]
  180. Setting exported variables from a tool script
  181. ---------------------------------------------
  182. When changing an exported variable's value from a script in
  183. :ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated
  184. automatically. To update it, call
  185. :ref:`property_list_changed_notify() <class_Object_method_property_list_changed_notify>`
  186. after setting the exported variable's value.
  187. Advanced exports
  188. ----------------
  189. Not every type of export can be provided on the level of the language itself to
  190. avoid unnecessary design complexity. The following describes some more or less
  191. common exporting features which can be implemented with a low-level API.
  192. Before reading further, you should get familiar with the way properties are
  193. handled and how they can be customized with
  194. :ref:`_set() <class_Object_method__get_property_list>`,
  195. :ref:`_get() <class_Object_method__get_property_list>`, and
  196. :ref:`_get_property_list() <class_Object_method__get_property_list>` methods as
  197. described in :ref:`doc_accessing_data_or_logic_from_object`.
  198. .. seealso:: For binding properties using the above methods in C++, see
  199. :ref:`doc_binding_properties_using_set_get_property_list`.
  200. .. warning:: The script must operate in the ``tool`` mode so the above methods
  201. can work from within the editor.