Constructors

Methods

  • 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).

    Returns void

  • Parameters

    • __namedParameters: {
          dropped: boolean;
          isAltPressed: boolean;
          name: string;
      }
      • dropped: boolean
      • isAltPressed: boolean
      • name: string

    Returns void

  • 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.

    Returns void

  • Modify the layer data accordingly. gdjs.HotReloader.hotReloadRuntimeSceneLayers must be run for the changes to be applied.

    Parameters

    • areEffectsHiddenInEditor: boolean

    Returns void

  • 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.

    Parameters

    Returns void

  • Parameters

    • editorId: null | string
    • sceneName: null | string
    • externalLayoutName: null | string
    • eventsBasedObjectType: null | string
    • eventsBasedObjectVariantName: null | string
    • editorCamera3D: null | EditorCameraState

    Returns Promise<void>

  • Parameters

    • areaMinX: number
    • areaMinY: number
    • areaMinZ: number
    • areaMaxX: number
    • areaMaxY: number
    • areaMaxZ: number

    Returns void

  • 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).

      • [propertyName: string]: string

    Returns void

  • Parameters

    • sceneArea: {
          maxX: number;
          maxY: number;
          maxZ: number;
          minX: number;
          minY: number;
          minZ: number;
      }
      • maxX: number
      • maxY: number
      • maxZ: number
      • minX: number
      • minY: number
      • minZ: number
    • visibleScreenArea: {
          maxX: number;
          maxY: number;
          minX: number;
          minY: number;
      }
      • maxX: number
      • maxY: number
      • minX: number
      • minY: number
    • margin: number

    Returns void

  • Parameters

    • visibleScreenArea: {
          maxX: number;
          maxY: number;
          minX: number;
          minY: number;
      }
      • maxX: number
      • maxY: number
      • minX: number
      • minY: number

    Returns void

  • Parameters

    • objects: RuntimeObject[]
    • visibleScreenArea: {
          maxX: number;
          maxY: number;
          minX: number;
          minY: number;
      }
      • maxX: number
      • maxY: number
      • minX: number
      • minY: number
    • margin: number

    Returns void

  • Parameters

    • visibleScreenArea: {
          maxX: number;
          maxY: number;
          minX: number;
          minY: number;
      }
      • maxX: number
      • maxY: number
      • minX: number
      • minY: number

    Returns void

  • Parameters

    • visibleScreenArea: {
          maxX: number;
          maxY: number;
          minX: number;
          minY: number;
      }
      • maxX: number
      • maxY: number
      • minX: number
      • minY: number

    Returns void