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184 lines
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ReStructuredText
184 lines
6.1 KiB
ReStructuredText
.. _doc_gdscript_exports:
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GDScript exports
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================
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Introduction to exports
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-----------------------
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In Godot, class members can be exported. This means their value gets saved along
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with the resource (such as the :ref:`scene <class_PackedScene>`) they're
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attached to. They will also be available for editing in the property editor.
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Exporting is done by using the ``export`` keyword::
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extends Button
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export var number = 5 # Value will be saved and visible in the property editor.
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An exported variable must be initialized to a constant expression or have an
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export hint in the form of an argument to the ``export`` keyword (see the
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*Examples* section below).
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One of the fundamental benefits of exporting member variables is to have
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them visible and editable in the editor. This way, artists and game designers
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can modify values that later influence how the program runs. For this, a
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special export syntax is provided.
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.. note::
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Exporting properties can also be done in other languages such as C#.
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The syntax varies depending on the language.
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Examples
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--------
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::
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# If the exported value assigns a constant or constant expression,
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# the type will be inferred and used in the editor.
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export var number = 5
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# Export can take a basic data type as an argument, which will be
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# used in the editor.
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export(int) var number
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# Export can also take a resource type to use as a hint.
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export(Texture) var character_face
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export(PackedScene) var scene_file
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# There are many resource types that can be used this way, try e.g.
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# the following to list them:
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export(Resource) var resource
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# Integers and strings hint enumerated values.
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# Editor will enumerate as 0, 1 and 2.
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export(int, "Warrior", "Magician", "Thief") var character_class
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# Editor will enumerate with string names.
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export(String, "Rebecca", "Mary", "Leah") var character_name
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# Named enum values
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# Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
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enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
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export(NamedEnum) var x
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# Strings as paths
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# String is a path to a file.
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export(String, FILE) var f
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# String is a path to a directory.
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export(String, DIR) var f
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# String is a path to a file, custom filter provided as hint.
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export(String, FILE, "*.txt") var f
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# Using paths in the global filesystem is also possible,
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# but only in scripts in "tool" mode.
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# String is a path to a PNG file in the global filesystem.
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export(String, FILE, GLOBAL, "*.png") var tool_image
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# String is a path to a directory in the global filesystem.
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export(String, DIR, GLOBAL) var tool_dir
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# The MULTILINE setting tells the editor to show a large input
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# field for editing over multiple lines.
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export(String, MULTILINE) var text
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# Limiting editor input ranges
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# Allow integer values from 0 to 20.
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export(int, 20) var i
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# Allow integer values from -10 to 20.
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export(int, -10, 20) var j
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# Allow floats from -10 to 20 and snap the value to multiples of 0.2.
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export(float, -10, 20, 0.2) var k
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# Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
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# while snapping to steps of 20. The editor will present a
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# slider for easily editing the value.
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export(float, EXP, 100, 1000, 20) var l
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# Floats with easing hint
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# Display a visual representation of the 'ease()' function
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# when editing.
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export(float, EASE) var transition_speed
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# Colors
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# Color given as red-green-blue value (alpha will always be 1).
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export(Color, RGB) var col
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# Color given as red-green-blue-alpha value.
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export(Color, RGBA) var col
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# Another node in the scene can be exported, too.
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export(NodePath) var node
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It must be noted that even if the script is not being run while in the
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editor, the exported properties are still editable. This can be used
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in conjunction with a :ref:`script in "tool" mode <doc_gdscript_tool_mode>`.
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Exporting bit flags
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-------------------
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Integers used as bit flags can store multiple ``true``/``false`` (boolean)
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values in one property. By using the export hint ``int, FLAGS``, they
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can be set from the editor::
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# Individually edit the bits of an integer.
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export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
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Restricting the flags to a certain number of named flags is also
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possible. The syntax is similar to the enumeration syntax::
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# Set any of the given flags from the editor.
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export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
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In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
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has value 4 and ``Wind`` corresponds to value 8. Usually, constants
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should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so
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on).
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Using bit flags requires some understanding of bitwise operations. If in
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doubt, boolean variables should be exported instead.
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Exporting arrays
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----------------
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Exporting arrays works, but with an important caveat: while regular
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arrays are created local to every class instance, exported arrays are *shared*
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between all instances. This means that editing them in one instance will
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cause them to change in all other instances. Exported arrays can have
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initializers, but they must be constant expressions.
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::
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# Exported array, shared between all instances.
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# Default value must be a constant expression.
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export var a = [1, 2, 3]
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# Exported arrays can specify type (using the same hints as before).
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export(Array, int) var ints = [1,2,3]
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export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
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export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
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# You can omit the default value, but then it would be null if not assigned.
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export(Array) var b
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export(Array, PackedScene) var scenes
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# Typed arrays also work, only initialized empty:
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export var vector3s = PackedVector3Array()
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export var strings = PackedStringArray()
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# Regular array, created local for every instance.
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# Default value can include run-time values, but can't
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# be exported.
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var c = [a, 2, 3]
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