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- .. _doc_gdscript_exports:
- GDScript exported properties
- ============================
- In Godot, class members can be exported. This means their value gets saved along
- with the resource (such as the :ref:`scene <class_PackedScene>`) they're
- attached to. They will also be available for editing in the property editor.
- Exporting is done by using the ``@export`` annotation.
- ::
- @export var number: int = 5
- In that example the value ``5`` will be saved and visible in the property editor.
- An exported variable must be initialized to a constant expression or have a type specifier
- in the variable. Some of the export annotations have a specific type and don't need the variable to be typed (see the
- *Examples* section below).
- One of the fundamental benefits of exporting member variables is to have
- them visible and editable in the editor. This way, artists and game designers
- can modify values that later influence how the program runs. For this, a
- special export syntax is provided.
- .. note::
- Exporting properties can also be done in other languages such as C#.
- The syntax varies depending on the language. See :ref:`doc_c_sharp_exports`
- for information on C# exports.
- Basic use
- ---------
- If the exported value assigns a constant or constant expression,
- the type will be inferred and used in the editor.
- ::
- @export var number = 5
- If there's no default value, you can add a type to the variable.
- ::
- @export var number: int
- Resources and nodes can be exported.
- ::
- @export var resource: Resource
- @export var node: Node
- Grouping Exports
- ----------------
- It is possible to group your exported properties inside the Inspector
- with the :ref:`@export_group <class_@GDScript_annotation_@export_group>`
- annotation. Every exported property after this annotation will be added to
- the group. Start a new group or use ``@export_group("")`` to break out.
- ::
- @export_group("My Properties")
- @export var number = 3
- The second argument of the annotation can be used to only group properties
- with the specified prefix.
- Groups cannot be nested, use :ref:`@export_subgroup <class_@GDScript_annotation_@export_subgroup>`
- to create subgroups within a group.
- ::
- @export_subgroup("Extra Properties")
- @export var string = ""
- @export var flag = false
- You can also change the name of your main category, or create additional
- categories in the property list with the :ref:`@export_category <class_@GDScript_annotation_@export_category>`
- annotation.
- ::
- @export_category("Main Category")
- @export var number = 3
- @export var string = ""
- @export_category("Extra Category")
- @export var flag = false
- .. note::
- The list of properties is organized based on the class inheritance and
- new categories break that expectation. Use them carefully, especially
- when creating projects for public use.
- Strings as paths
- ----------------
- String as a path to a file.
- ::
- @export_file var f
- String as a path to a directory.
- ::
- @export_dir var f
- String as a path to a file, custom filter provided as hint.
- ::
- @export_file("*.txt") var f
- Using paths in the global filesystem is also possible,
- but only in scripts in tool mode.
- String as a path to a PNG file in the global filesystem.
- ::
- @export_global_file("*.png") var tool_image
- String as a path to a directory in the global filesystem.
- ::
- @export_global_dir var tool_dir
- The multiline annotation tells the editor to show a large input
- field for editing over multiple lines.
- ::
- @export_multiline var text
- Limiting editor input ranges
- ----------------------------
- Allow integer values from 0 to 20.
- ::
- @export_range(0, 20) var i
- Allow integer values from -10 to 20.
- ::
- @export_range(-10, 20) var j
- Allow floats from -10 to 20 and snap the value to multiples of 0.2.
- ::
- @export_range(-10, 20, 0.2) var k: float
- The limits can be only for the slider if you add the hints "or_greater" and/or "or_less".
- ::
- @export_range(0, 100, 1, "or_greater", "or_less")
- .. TODO: Document other hint strings usable with export_range.
- Floats with easing hint
- -----------------------
- Display a visual representation of the 'ease()' function
- when editing.
- ::
- @export_exp_easing var transition_speed
- Colors
- ------
- Regular color given as red-green-blue-alpha value.
- ::
- @export var col: Color
- Color given as red-green-blue value (alpha will always be 1).
- ::
- @export_color_no_alpha var col: Color
- Nodes
- -----
- Since Godot 4.0, nodes can be directly exported as properties in a script
- without having to use NodePaths:
- ::
- # Allows any node.
- @export var node: Node
- # Allows any node that inherits from BaseButton.
- # Custom classes declared with `class_name` can also be used.
- @export var some_button: BaseButton
- Exporting NodePaths like in Godot 3.x is still possible, in case you need it:
- ::
- @export var node_path: NodePath
- var node = get_node(node_path)
- If you want to limit the types of nodes for NodePaths, you can use the
- :ref:`@export_node_path<class_@GDScript_annotation_@export_node_path>`
- annotation:
- ::
- @export_node_path("Button", "TouchScreenButton") var some_button
- Resources
- ---------
- ::
- @export var resource: Resource
- In the Inspector, you can then drag and drop a resource file
- from the FileSystem dock into the variable slot.
- Opening the inspector dropdown may result in an
- extremely long list of possible classes to create, however.
- Therefore, if you specify an extension of Resource such as:
- ::
- @export var resource: AnimationNode
- The drop-down menu will be limited to AnimationNode and all
- its inherited classes.
- It must be noted that even if the script is not being run while in the
- editor, the exported properties are still editable. This can be used
- in conjunction with a :ref:`script in "tool" mode <doc_gdscript_tool_mode>`.
- Exporting bit flags
- -------------------
- Integers used as bit flags can store multiple ``true``/``false`` (boolean)
- values in one property. By using the ``@export_flags`` annotation, they
- can be set from the editor::
- # Set any of the given flags from the editor.
- @export_flags("Fire", "Water", "Earth", "Wind") var spell_elements = 0
- You must provide a string description for each flag. In this example, ``Fire``
- has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
- corresponds to value 8. Usually, constants should be defined accordingly (e.g.
- ``const ELEMENT_WIND = 8`` and so on).
- You can add explicit values using a colon::
- @export_flags("Self:4", "Allies:8", "Foes:16") var spell_targets = 0
- Only power of 2 values are valid as bit flags options. The lowest allowed value
- is 1, as 0 means that nothing is selected. You can also add options that are a
- combination of other flags::
- @export_flags("Self:4", "Allies:8", "Self and Allies:12", "Foes:16")
- var spell_targets = 0
- Export annotations are also provided for the physics, render, and navigation layers defined in the project settings::
- @export_flags_2d_physics var layers_2d_physics
- @export_flags_2d_render var layers_2d_render
- @export_flags_2d_navigation var layers_2d_navigation
- @export_flags_3d_physics var layers_3d_physics
- @export_flags_3d_render var layers_3d_render
- @export_flags_3d_navigation var layers_3d_navigation
- Using bit flags requires some understanding of bitwise operations.
- If in doubt, use boolean variables instead.
- Exporting enums
- ---------------
- Properties can be exported with a type hint referencing an enum to limit their values
- to the values of the enumeration. The editor will create a widget in the Inspector, enumerating
- the following as "Thing 1", "Thing 2", "Another Thing". The value will be stored as an integer.
- ::
- enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
- @export var x: NamedEnum
- Integer and string properties can also be limited to a specific list of values using
- the :ref:`@export_enum <class_@GDScript_annotation_@export_enum>` annotation.
- The editor will create a widget in the Inspector, enumerating the following as Warrior,
- Magician, Thief. The value will be stored as an integer, corresponding to the index
- of the selected option (i.e. ``0``, ``1``, or ``2``).
- ::
- @export_enum("Warrior", "Magician", "Thief") var character_class: int
- You can add explicit values using a colon::
- @export_enum("Slow:30", "Average:60", "Very Fast:200") var character_speed: int
- If the type is String, the value will be stored as a string.
- ::
- @export_enum("Rebecca", "Mary", "Leah") var character_name: String
- If you want to set an initial value, you must specify it explicitly::
- @export_enum("Rebecca", "Mary", "Leah") var character_name: String = "Rebecca"
- Exporting arrays
- ----------------
- Exported arrays can have initializers, but they must be constant expressions.
- If the exported array specifies a type which inherits from Resource, the array
- values can be set in the inspector by dragging and dropping multiple files
- from the FileSystem dock at once.
- The default value **must** be a constant expression.
- ::
- @export var a = [1, 2, 3]
- Exported arrays can specify type (using the same hints as before).
- ::
- @export var ints: Array[int] = [1, 2, 3]
- # Nested typed arrays such as `Array[Array[float]]` are not supported yet.
- @export var two_dimensional: Array[Array] = [[1.0, 2.0], [3.0, 4.0]]
- You can omit the default value, but it would then be ``null`` if not assigned.
- ::
- @export var b: Array
- @export var scenes: Array[PackedScene]
- Arrays with specified types which inherit from resource can be set by
- drag-and-dropping multiple files from the FileSystem dock.
- ::
- @export var textures: Array[Texture] = []
- @export var scenes: Array[PackedScene] = []
- Packed type arrays also work, but only initialized empty:
- ::
- @export var vector3s = PackedVector3Array()
- @export var strings = PackedStringArray()
- Setting exported variables from a tool script
- ---------------------------------------------
- When changing an exported variable's value from a script in
- :ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated
- automatically. To update it, call
- :ref:`notify_property_list_changed() <class_Object_method_notify_property_list_changed>`
- after setting the exported variable's value.
- Advanced exports
- ----------------
- Not every type of export can be provided on the level of the language itself to
- avoid unnecessary design complexity. The following describes some more or less
- common exporting features which can be implemented with a low-level API.
- Before reading further, you should get familiar with the way properties are
- handled and how they can be customized with
- :ref:`_set() <class_Object_private_method__set>`,
- :ref:`_get() <class_Object_private_method__get>`, and
- :ref:`_get_property_list() <class_Object_private_method__get_property_list>` methods as
- described in :ref:`doc_accessing_data_or_logic_from_object`.
- .. seealso:: For binding properties using the above methods in C++, see
- :ref:`doc_binding_properties_using_set_get_property_list`.
- .. warning:: The script must operate in the ``tool`` mode so the above methods
- can work from within the editor.
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