gdscript_exports.rst 8.5 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.
  24. Basic use
  25. ---------
  26. If the exported value assigns a constant or constant expression,
  27. the type will be inferred and used in the editor.
  28. ::
  29. @export var number = 5
  30. If there's no default value, you can add a type to the variable.
  31. ::
  32. @export var number: int
  33. Export works with resource types.
  34. ::
  35. @export var character_face: Texture
  36. @export var scene_file: PackedScene
  37. There are many resource types that can be used this way, try e.g.
  38. the following to list them:
  39. ::
  40. @export var resource: Resource
  41. Integers and strings hint enumerated values.
  42. # Editor will enumerate as 0, 1 and 2.
  43. @export_enum("Warrior", "Magician", "Thief") var character_class
  44. If type is String, editor will enumerate with string names.
  45. ::
  46. @export_enum("Rebecca", "Mary", "Leah") var character_name: String
  47. Named enum values
  48. -----------------
  49. Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
  50. ::
  51. enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
  52. @export var x: NamedEnum
  53. Strings as paths
  54. ----------------
  55. String as a path to a file.
  56. ::
  57. @export_file var f
  58. String as a path to a directory.
  59. ::
  60. @export_dir var f
  61. String as a path to a file, custom filter provided as hint.
  62. ::
  63. @export_file("*.txt") var f
  64. Using paths in the global filesystem is also possible,
  65. but only in scripts in tool mode.
  66. String as a path to a PNG file in the global filesystem.
  67. ::
  68. @export_global_file("*.png") var tool_image
  69. String as a path to a directory in the global filesystem.
  70. ::
  71. @export_global_dir var tool_dir
  72. The multiline annotation tells the editor to show a large input
  73. field for editing over multiple lines.
  74. ::
  75. @export_multiline var text
  76. Limiting editor input ranges
  77. ----------------------------
  78. Allow integer values from 0 to 20.
  79. ::
  80. @export_range(0, 20) var i
  81. Allow integer values from -10 to 20.
  82. ::
  83. @export_range(-10, 20) var j
  84. Allow floats from -10 to 20 and snap the value to multiples of 0.2.
  85. ::
  86. @export_range(-10, 20, 0.2) var k: float
  87. The limits can be only for the slider if you add the hints "or_greater" and/or "or_lesser".
  88. ::
  89. @export_range(0, 100, 1, "or_greater", "or_lesser")
  90. Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
  91. while snapping to steps of 20. The editor will present a
  92. slider for easily editing the value.
  93. ::
  94. @export_exp_range(100, 1000, 20) var l
  95. Floats with easing hint
  96. -----------------------
  97. Display a visual representation of the 'ease()' function
  98. when editing.
  99. ::
  100. @export_exp_easing var transition_speed
  101. Colors
  102. ------
  103. Regular color given as red-green-blue-alpha value.
  104. ::
  105. @export var col: Color
  106. Color given as red-green-blue value (alpha will always be 1).
  107. ::
  108. @export_color_no_alpha var col: Color
  109. Nodes
  110. -----
  111. Nodes can't be directly exported. Instead you need to export
  112. a node path, then use that node path with `get_node()`
  113. ::
  114. @export var node_path: NodePath
  115. var node = get_node(node_path)
  116. If you want to limit the types of nodes, you can use the @export_node_path annotation.
  117. ::
  118. @export_node_path(Button, TouchScreenButton) var some_button
  119. Resources
  120. ---------
  121. ::
  122. @export var resource: Resource
  123. In the Inspector, you can then drag and drop a resource file
  124. from the FileSystem dock into the variable slot.
  125. Opening the inspector dropdown may result in an
  126. extremely long list of possible classes to create, however.
  127. Therefore, if you specify an extension of Resource such as:
  128. @export var resource: AnimationNode
  129. The drop-down menu will be limited to AnimationNode and all
  130. its inherited classes.
  131. It must be noted that even if the script is not being run while in the
  132. editor, the exported properties are still editable. This can be used
  133. in conjunction with a :ref:`script in "tool" mode <doc_gdscript_tool_mode>`.
  134. Exporting bit flags
  135. -------------------
  136. Integers used as bit flags can store multiple ``true``/``false`` (boolean)
  137. values in one property. By using the ``@export_flags`` annotation, they
  138. can be set from the editor::
  139. # Set any of the given flags from the editor.
  140. @export_flags("Fire", "Water", "Earth", "Wind") var spell_elements = 0
  141. You must provide a string description for each flag. In this example, ``Fire``
  142. has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
  143. corresponds to value 8. Usually, constants should be defined accordingly (e.g.
  144. ``const ELEMENT_WIND = 8`` and so on).
  145. Export annotations are also provided for the physics and render layers defined in the project settings::
  146. @export_flags_2d_physics var layers_2d_physics
  147. @export_flags_2d_render var layers_2d_render
  148. @export_flags_3d_physics var layers_3d_physics
  149. @export_flags_3d_render var layers_3d_render
  150. Using bit flags requires some understanding of bitwise operations.
  151. If in doubt, use boolean variables instead.
  152. Exporting arrays
  153. ----------------
  154. Exported arrays can have initializers, but they must be constant expressions.
  155. If the exported array specifies a type which inherits from Resource, the array
  156. values can be set in the inspector by dragging and dropping multiple files
  157. from the FileSystem dock at once.
  158. Default value must be a constant expression.
  159. ::
  160. export var a = [1, 2, 3]
  161. Exported arrays can specify type (using the same hints as before).
  162. ::
  163. export(Array, int) var ints = [1, 2, 3]
  164. export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
  165. export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
  166. You can omit the default value, but then it would be null if not assigned.
  167. ::
  168. export(Array) var b
  169. export(Array, PackedScene) var scenes
  170. Arrays with specified types which inherit from resource can be set by
  171. drag-and-dropping multiple files from the FileSystem dock.
  172. ::
  173. export(Array, Texture) var textures
  174. export(Array, PackedScene) var scenes
  175. Typed arrays also work, only initialized empty:
  176. ::
  177. export var vector3s = PackedVector3Array()
  178. export var strings = PackedStringArray()
  179. Default value can include run-time values, but can't
  180. be exported.
  181. ::
  182. var c = [a, 2, 3]
  183. Setting exported variables from a tool script
  184. ---------------------------------------------
  185. When changing an exported variable's value from a script in
  186. :ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated
  187. automatically. To update it, call
  188. :ref:`property_list_changed_notify() <class_Object_method_property_list_changed_notify>`
  189. after setting the exported variable's value.
  190. Advanced exports
  191. ----------------
  192. Not every type of export can be provided on the level of the language itself to
  193. avoid unnecessary design complexity. The following describes some more or less
  194. common exporting features which can be implemented with a low-level API.
  195. Before reading further, you should get familiar with the way properties are
  196. handled and how they can be customized with
  197. :ref:`_set() <class_Object_method__get_property_list>`,
  198. :ref:`_get() <class_Object_method__get_property_list>`, and
  199. :ref:`_get_property_list() <class_Object_method__get_property_list>` methods as
  200. described in :ref:`doc_accessing_data_or_logic_from_object`.
  201. .. seealso:: For binding properties using the above methods in C++, see
  202. :ref:`doc_binding_properties_using_set_get_property_list`.
  203. .. warning:: The script must operate in the ``tool`` mode so the above methods
  204. can work from within the editor.