Let a tool from an extension (for example, a terrain brush) use the left
mouse button during the next frame: clicks and drags won't select,
box-select or move instances. Camera controls and shortcuts still work.
Call it at every frame while the tool is used (for example from a
callback registered with gdjs.registerInGameEditorPostStepCallback).
Called by the RuntimeGame when the game resolution is changed.
Useful to notify scene and layers that resolution is changed, as they
might be caching it.
Show a toolbar for a tool of an extension, below the editor toolbar and
looking like it, during the next frame: call it at every frame while
it must be shown.
Items can be created again at every frame from the state of the tool:
elements are only created again when the types or ids of the items
change, and events call the functions of the latest items.
Save new values for properties of an object, for example data authored
with a tool from an extension. The object is then hot-reloaded, like
after any change in the properties panel (so objects must ignore values
they already have).
Parameters
objectName: string
The name of an object of the edited scene (or a
global object).
properties: { [propertyName: string]: string; }
The new values, by property name, written like in
object properties (for example, "1" or "0" for booleans).
Let a tool from an extension (for example, a terrain brush) use the left mouse button during the next frame: clicks and drags won't select, box-select or move instances. Camera controls and shortcuts still work.
Call it at every frame while the tool is used (for example from a callback registered with
gdjs.registerInGameEditorPostStepCallback).