creating_script_templates.rst 7.8 KB

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  1. .. _doc_creating_script_templates:
  2. Creating script templates
  3. =========================
  4. Godot provides a way to use script templates as seen in the
  5. ``Script Create Dialog`` while creating a new script:
  6. .. image:: img/script_create_dialog_templates.png
  7. A set of built-in script templates are provided with the editor, but it is
  8. also possible to create new ones and set them by default, both per project
  9. and at editor scope.
  10. Templates are linked to a specific node type, so when you create a script
  11. you will only see the templates corresponding to that particular node, or
  12. one of its parent types.
  13. For example, if you are creating a script for a CharacterBody3D, you will
  14. only see templates defined for CharacterBody3Ds, Node3Ds or Nodes.
  15. Locating the templates
  16. ----------------------
  17. There are two places where templates can be managed.
  18. Editor-defined templates
  19. ~~~~~~~~~~~~~~~~~~~~~~~~
  20. These are available globally throughout any project. The location of these
  21. templates are determined per each OS:
  22. - Windows: ``%APPDATA%\Godot\script_templates\``
  23. - Linux: ``$HOME/.config/godot/script_templates/``
  24. - macOS: ``$HOME/Library/Application Support/Godot/script_templates/``
  25. If no ``script_templates`` is detected, Godot will create a default set of
  26. built-in templates automatically, so this logic can be used to reset the default
  27. templates in case you've accidentally overwritten them.
  28. Project-defined templates
  29. ~~~~~~~~~~~~~~~~~~~~~~~~~
  30. The default path to search for templates is the
  31. ``res://script_templates/`` directory. The path can be changed by configuring
  32. the ``editor/script_templates_search_path`` setting in the
  33. :ref:`ProjectSettings <class_ProjectSettings>`, both via code and the editor.
  34. If no ``script_templates`` directory is found within a project, it is simply
  35. ignored.
  36. Template organization and naming
  37. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  38. Both editor and project defined templates are organized in the following way:
  39. ::
  40. template_path/node_type/file.extension
  41. where:
  42. * ``template_path`` is one of the 2 locations discussed in the previous two sections
  43. * ``node_type`` is the node it will apply to (for example, :ref:`Node <class_Node>`, or :ref:`CharacterBody3D <class_CharacterBody3D>`)
  44. * ``file`` is the custom name you can chose for the template (for example: ``platformer_movement`` or ``smooth_camera``)
  45. * ``extension``: will indicate which language the template will apply to (it should be ``gd`` for GDScript or ``cs`` for C#)
  46. Default behaviour and overriding it
  47. -----------------------------------
  48. By default:
  49. * the template's name is the same as the file name (minus the extension, prettyfied)
  50. * the description is empty
  51. * the space indent is set to 4
  52. * the template will not be set as the default for the given node
  53. It is possible to customize this behaviour by adding meta headers at the start
  54. of your file, like this:
  55. .. tabs::
  56. .. code-tab:: gdscript GDScript
  57. # meta-name: Platformer movement
  58. # meta-description: Predefined movement for classical platformers
  59. # meta-default: true
  60. # meta-space-indent: 4
  61. .. code-tab:: csharp
  62. // meta-name: Platformer movement
  63. // meta-description: Predefined movement for classical platformers
  64. // meta-default: true
  65. // meta-space-indent: 4
  66. In this case, the name will be set to "Platformer movement", with the given custom description, and
  67. it will be set as the default template for the node in which directory it has been saved.
  68. This is an example of utilizing custom templates at editor and project level:
  69. .. image:: img/script_create_dialog_custom_templates.png
  70. .. note:: The script templates have the same extension as the regular script
  71. files. This may lead to an issue of a script parser treating those templates as
  72. actual scripts within a project. To avoid this, make sure to ignore the
  73. directory containing them by creating an empty ``.gdignore`` file. The directory won't be
  74. visible throughout the project's filesystem anymore, yet the templates can be
  75. modified by an external text editor anytime.
  76. It is possible to create editor-level templates that have the same level as a project-specific
  77. templates, and also that have the same name as a built-in one, all will be shown on the new script
  78. dialog.
  79. Default template
  80. ----------------
  81. To override the default template, create a custom template at editor or project level inside a
  82. ``Node`` directory (or a more specific type, if only a subtype wants to be overridden) and start
  83. the file with the ``meta-default: true`` header.
  84. Only one template can be set as default at the same time for the same node type.
  85. The ``Default`` templates for basic Nodes, for both GDScript and C#, are shown here so you can
  86. use these as the base for creating other templates:
  87. .. tabs::
  88. .. code-tab:: gdscript GDScript
  89. # meta-description: Base template for Node with default Godot cycle methods
  90. extends _BASE_
  91. # Called when the node enters the scene tree for the first time.
  92. func _ready() -> void:
  93. pass # Replace with function body.
  94. # Called every frame. 'delta' is the elapsed time since the previous frame.
  95. func _process(delta: float) -> void:
  96. pass
  97. .. code-tab:: csharp
  98. // meta-description: Base template for Node with default Godot cycle methods
  99. using _BINDINGS_NAMESPACE_;
  100. using System;
  101. public partial class _CLASS_ : _BASE_
  102. {
  103. // Called when the node enters the scene tree for the first time.
  104. public override void _Ready()
  105. {
  106. }
  107. // Called every frame. 'delta' is the elapsed time since the previous frame.
  108. public override void _Process(double delta)
  109. {
  110. }
  111. }
  112. The Godot editor provides a set of useful built-in node-specific templates, such as
  113. ``basic_movement`` for both :ref:`CharacterBody2D <class_CharacterBody2D>` and
  114. :ref:`CharacterBody3D <class_CharacterBody3D>` and ``plugin`` for
  115. :ref:`EditorPlugin <class_EditorPlugin>`.
  116. List of template placeholders
  117. -----------------------------
  118. The following describes the complete list of built-in template placeholders
  119. which are currently implemented.
  120. Base placeholders
  121. ~~~~~~~~~~~~~~~~~
  122. +-------------+-----------------------------------------------------------------+
  123. | Placeholder | Description |
  124. +=============+=================================================================+
  125. | ``_CLASS_`` | The name of the new class (used in C# only). |
  126. +-------------+-----------------------------------------------------------------+
  127. | ``_BASE_`` | The base type a new script inherits from. |
  128. +-------------+-----------------------------------------------------------------+
  129. | ``_TS_`` | Indentation placeholder. The exact type and number of |
  130. | | whitespace characters used for indentation is determined by |
  131. | | the ``text_editor/indent/type`` and ``text_editor/indent/size`` |
  132. | | settings in the :ref:`EditorSettings <class_EditorSettings>` |
  133. | | respectively. Can be overridden by the ``meta-space-indent`` |
  134. | | header on the template. |
  135. +-------------+-----------------------------------------------------------------+
  136. Type placeholders
  137. ~~~~~~~~~~~~~~~~~
  138. There used to be, in Godot 3.x, placeholders for GDScript type hints that
  139. would get replaced whenever a template was used to create a new script, such as:
  140. ``%INT_TYPE%``, ``%STRING_TYPE%``, ``%FLOAT_TYPE%`` or ``%VOID_RETURN%``.
  141. The placeholders no longer work for Godot 4.x, but if the setting
  142. ``text_editor/completion/add_type_hints`` from
  143. :ref:`EditorSettings <class_EditorSettings>` is disabled, type hints
  144. for parameters and return types will be automatically removed for a few
  145. base types:
  146. * ``int``
  147. * ``String``
  148. * ``Array[String]``
  149. * ``float``
  150. * ``void``
  151. * ``:=`` will be transformed into ``=``