EditorFileSystem
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