feat: godot-engine-source-4.3-stable
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engine/doc/classes/EditorSelection.xml
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54
engine/doc/classes/EditorSelection.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorSelection" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Manages the SceneTree selection in the editor.
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</brief_description>
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<description>
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This object manages the SceneTree selection in the editor.
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_selection].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_node">
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<return type="void" />
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<param index="0" name="node" type="Node" />
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<description>
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Adds a node to the selection.
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[b]Note:[/b] The newly selected node will not be automatically edited in the inspector. If you want to edit a node, use [method EditorInterface.edit_node].
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</description>
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</method>
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<method name="clear">
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<return type="void" />
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<description>
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Clear the selection.
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</description>
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</method>
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<method name="get_selected_nodes">
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<return type="Node[]" />
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<description>
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Returns the list of selected nodes.
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</description>
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</method>
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<method name="get_transformable_selected_nodes">
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<return type="Node[]" />
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<description>
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Returns the list of selected nodes, optimized for transform operations (i.e. moving them, rotating, etc.). This list can be used to avoid situations where a node is selected and is also a child/grandchild.
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</description>
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</method>
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<method name="remove_node">
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<return type="void" />
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<param index="0" name="node" type="Node" />
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<description>
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Removes a node from the selection.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="selection_changed">
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<description>
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Emitted when the selection changes.
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</description>
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</signal>
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</signals>
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</class>
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