EditorSelection
Inherits: Object
Manages the SceneTree selection in the editor.
Description
This object manages the SceneTree selection in the editor.
\ Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_selection().
Methods
void | add_node\ (\ node: Node\ ) |
|---|---|
void | clear\ (\ ) |
| Array[Node] | get_selected_nodes\ (\ ) |
| Array[Node] | get_top_selected_nodes\ (\ ) |
| Array[Node] | get_transformable_selected_nodes\ (\ ) |
void | remove_node\ (\ node: Node\ ) |
Signals
selection_changed\ (\ ) 🔗
Emitted when the selection changes.
Method Descriptions
void add_node\ (\ node: Node\ ) 🔗
Adds a node to the selection.
\ Note: The newly selected node will not be automatically edited in the inspector. If you want to edit a node, use EditorInterface.edit_node().
void clear\ (\ ) 🔗
Clear the selection.
Array[Node] get_selected_nodes\ (\ ) 🔗
Returns the list of selected nodes.
Array[Node] get_top_selected_nodes\ (\ ) 🔗
Returns the list of top selected nodes only, excluding any children. This is useful for performing transform operations (moving them, rotating, etc.).
For example, if there is a node A with a child B and a sibling C, then selecting all three will cause this method to return only A and C. Changing the global transform of A will affect the global transform of B, so there is no need to change B separately.
Array[Node] get_transformable_selected_nodes\ (\ ) 🔗
Deprecated: Use get_top_selected_nodes() instead.
Returns the list of top selected nodes only, excluding any children. This is useful for performing transform operations (moving them, rotating, etc.). See get_top_selected_nodes().
void remove_node\ (\ node: Node\ ) 🔗
Removes a node from the selection.