EditorFileSystem

Inherits: Node < Object

Resource filesystem, as the editor sees it.

Description

This object holds information of all resources in the filesystem, their types, etc.

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

Methods

String get_file_type ( String path ) const
EditorFileSystemDirectory get_filesystem ( )
EditorFileSystemDirectory get_filesystem_path ( String path )
float get_scanning_progress ( ) const
bool is_scanning ( ) const
void scan ( )
void scan_sources ( )
void update_file ( String path )
void update_script_classes ( )

Signals

filesystem_changed ( )

Emitted if the filesystem changed.

resources_reimported ( PoolStringArray resources )

Remitted if a resource is reimported.

resources_reload ( PoolStringArray resources )

Emitted if at least one resource is reloaded when the filesystem is scanned.

sources_changed ( bool exist )

Emitted if the source of any imported file changed.

Method Descriptions

String get_file_type ( String path ) const

Gets the type of the file, given the full path.

EditorFileSystemDirectory get_filesystem ( )

Gets the root directory object.

EditorFileSystemDirectory get_filesystem_path ( String path )

Returns a view into the filesystem at path.

float get_scanning_progress ( ) const

Returns the scan progress for 0 to 1 if the FS is being scanned.

bool is_scanning ( ) const

Returns true of the filesystem is being scanned.

void scan ( )

Scan the filesystem for changes.

void scan_sources ( )

Check if the source of any imported resource changed.

void update_file ( String path )

Update a file information. Call this if an external program (not Godot) modified the file.

void update_script_classes ( )

Scans the script files and updates the list of custom class names.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_editorfilesystem.html