feat: godot-engine-source-4.3-stable
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54
engine/doc/classes/ScriptCreateDialog.xml
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54
engine/doc/classes/ScriptCreateDialog.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ScriptCreateDialog" inherits="ConfirmationDialog" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Godot editor's popup dialog for creating new [Script] files.
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</brief_description>
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<description>
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The [ScriptCreateDialog] creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling one of the [method Window.popup] methods.
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[codeblocks]
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[gdscript]
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func _ready():
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var dialog = ScriptCreateDialog.new();
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dialog.config("Node", "res://new_node.gd") # For in-engine types.
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dialog.config("\"res://base_node.gd\"", "res://derived_node.gd") # For script types.
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dialog.popup_centered()
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[/gdscript]
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[csharp]
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public override void _Ready()
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{
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var dialog = new ScriptCreateDialog();
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dialog.Config("Node", "res://NewNode.cs"); // For in-engine types.
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dialog.Config("\"res://BaseNode.cs\"", "res://DerivedNode.cs"); // For script types.
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dialog.PopupCentered();
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}
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[/csharp]
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[/codeblocks]
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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="config">
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<return type="void" />
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<param index="0" name="inherits" type="String" />
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<param index="1" name="path" type="String" />
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<param index="2" name="built_in_enabled" type="bool" default="true" />
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<param index="3" name="load_enabled" type="bool" default="true" />
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<description>
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Prefills required fields to configure the ScriptCreateDialog for use.
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</description>
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</method>
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</methods>
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<members>
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<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" overrides="AcceptDialog" default="false" />
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<member name="ok_button_text" type="String" setter="set_ok_button_text" getter="get_ok_button_text" overrides="AcceptDialog" default=""Create"" />
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<member name="title" type="String" setter="set_title" getter="get_title" overrides="Window" default=""Attach Node Script"" />
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</members>
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<signals>
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<signal name="script_created">
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<param index="0" name="script" type="Script" />
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<description>
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Emitted when the user clicks the OK button.
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</description>
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</signal>
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</signals>
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</class>
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