Table of Contents

Class EditorFileDialog

Namespace
Godot
Assembly
GodotSharpEditor.dll

EditorFileDialog is an enhanced version of FileDialog available only to editor plugins. Additional features include list of favorited/recent files and the ability to see files as thumbnails grid instead of list.

public class EditorFileDialog : ConfirmationDialog, IDisposable
Inheritance
EditorFileDialog
Implements
Inherited Members

Constructors

EditorFileDialog()

public EditorFileDialog()

Properties

Access

The location from which the user may select a file, including res://, user://, and the local file system.

public EditorFileDialog.AccessEnum Access { get; set; }

Property Value

EditorFileDialog.AccessEnum

CurrentDir

The currently occupied directory.

public string CurrentDir { get; set; }

Property Value

string

CurrentFile

The currently selected file.

public string CurrentFile { get; set; }

Property Value

string

CurrentPath

The file system path in the address bar.

public string CurrentPath { get; set; }

Property Value

string

DisableOverwriteWarning

If true, the EditorFileDialog will not warn the user before overwriting files.

public bool DisableOverwriteWarning { get; set; }

Property Value

bool

DisplayMode

The view format in which the EditorFileDialog displays resources to the user.

public EditorFileDialog.DisplayModeEnum DisplayMode { get; set; }

Property Value

EditorFileDialog.DisplayModeEnum

FileMode

The dialog's open or save mode, which affects the selection behavior. See EditorFileDialog.FileModeEnum.

public EditorFileDialog.FileModeEnum FileMode { get; set; }

Property Value

EditorFileDialog.FileModeEnum

Filters

The available file type filters. For example, this shows only .png and .gd files: set_filters(PackedStringArray(["*.png ; PNG Images","*.gd ; GDScript Files"])). Multiple file types can also be specified in a single filter. "*.png, *.jpg, *.jpeg ; Supported Images" will show both PNG and JPEG files when selected.

public string[] Filters { get; set; }

Property Value

string[]

ShowHiddenFiles

If true, hidden files and directories will be visible in the EditorFileDialog. This property is synchronized with EditorSettings.filesystem/file_dialog/show_hidden_files.

public bool ShowHiddenFiles { get; set; }

Property Value

bool

Methods

AddFilter(string, string)

Adds a comma-delimited file name filter option to the EditorFileDialog with an optional description, which restricts what files can be picked.

A filter should be of the form "filename.extension", where filename and extension can be * to match any string. Filters starting with . (i.e. empty filenames) are not allowed.

For example, a filter of "*.tscn, *.scn" and a description of "Scenes" results in filter text "Scenes (*.tscn, *.scn)".

public void AddFilter(string filter, string description = "")

Parameters

filter string
description string

AddSideMenu(Control, string)

Adds the given menu to the side of the file dialog with the given title text on top. Only one side menu is allowed.

public void AddSideMenu(Control menu, string title = "")

Parameters

menu Control
title string

ClearFilters()

Removes all filters except for "All Files (*)".

public void ClearFilters()

GetLineEdit()

Returns the LineEdit for the selected file.

Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their Visible property.

public LineEdit GetLineEdit()

Returns

LineEdit

GetVBox()

Returns the VBoxContainer used to display the file system.

Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their Visible property.

public VBoxContainer GetVBox()

Returns

VBoxContainer

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

Invalidate()

Notify the EditorFileDialog that its view of the data is no longer accurate. Updates the view contents on next view update.

public void Invalidate()

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

Events

DirSelected

Emitted when a directory is selected.

public event EditorFileDialog.DirSelectedEventHandler DirSelected

Event Type

EditorFileDialog.DirSelectedEventHandler

FileSelected

Emitted when a file is selected.

public event EditorFileDialog.FileSelectedEventHandler FileSelected

Event Type

EditorFileDialog.FileSelectedEventHandler

FilesSelected

Emitted when multiple files are selected.

public event EditorFileDialog.FilesSelectedEventHandler FilesSelected

Event Type

EditorFileDialog.FilesSelectedEventHandler