creating_script_templates.rst 8.7 KB

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  1. .. _doc_creating_script_templates:
  2. Creating script templates
  3. =========================
  4. Godot provides a way to use script templates as seen in the
  5. ``Script Create Dialog`` while creating a new script:
  6. .. image:: img/script_create_dialog_templates.webp
  7. A set of built-in script templates are provided with the editor, but it is
  8. also possible to create new ones and set them by default, both per project
  9. and at editor scope.
  10. Templates are linked to a specific node type, so when you create a script
  11. you will only see the templates corresponding to that particular node, or
  12. one of its parent types.
  13. For example, if you are creating a script for a CharacterBody3D, you will
  14. only see templates defined for CharacterBody3Ds, Node3Ds or Nodes.
  15. Locating the templates
  16. ----------------------
  17. There are two places where templates can be managed.
  18. Editor-defined templates
  19. ~~~~~~~~~~~~~~~~~~~~~~~~
  20. These are available globally throughout any project. The location of these
  21. templates are determined per each OS:
  22. - Windows: ``%APPDATA%\Godot\script_templates\``
  23. - Linux: ``$HOME/.config/godot/script_templates/``
  24. - macOS: ``$HOME/Library/Application Support/Godot/script_templates/``
  25. If you're getting Godot from somewhere other than the official website, such
  26. as Steam, the folder might be in a different location. You can find it using
  27. the Godot editor. Go to ``Editor > Open Editor Data/Settings Folder`` and it
  28. will open a folder in your file browser, inside that folder is the
  29. ``script_templates`` folder.
  30. Project-defined templates
  31. ~~~~~~~~~~~~~~~~~~~~~~~~~
  32. The default path to search for templates is the
  33. ``res://script_templates/`` directory. The path can be changed by configuring
  34. the ``editor/script_templates_search_path`` setting in the
  35. :ref:`ProjectSettings <class_ProjectSettings>`, both via code and the editor.
  36. If no ``script_templates`` directory is found within a project, it is simply
  37. ignored.
  38. Template organization and naming
  39. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  40. Both editor and project defined templates are organized in the following way:
  41. ::
  42. template_path/node_type/file.extension
  43. where:
  44. * ``template_path`` is one of the 2 locations discussed in the previous two sections.
  45. * ``node_type`` is the node it will apply to (for example, :ref:`Node <class_Node>`, or :ref:`CharacterBody3D <class_CharacterBody3D>`),
  46. This is **case-sensitive**. If a script isn't in the proper ``node_type`` folder, it won't be detected.
  47. * ``file`` is the custom name you can chose for the template (for example, ``platformer_movement`` or ``smooth_camera``).
  48. * ``extension`` indicates which language the template will apply to (it should be ``gd`` for GDScript or ``cs`` for C#).
  49. For example:
  50. - ``template_scripts/Node/smooth_camera.gd``
  51. - ``template_scripts/CharacterBody3D/platformer_movement.gd``
  52. Default behaviour and overriding it
  53. -----------------------------------
  54. By default:
  55. * the template's name is the same as the file name (minus the extension, prettyfied)
  56. * the description is empty
  57. * the space indent is set to 4
  58. * the template will not be set as the default for the given node
  59. It is possible to customize this behaviour by adding meta headers at the start
  60. of your file, like this:
  61. .. tabs::
  62. .. code-tab:: gdscript GDScript
  63. # meta-name: Platformer movement
  64. # meta-description: Predefined movement for classical platformers
  65. # meta-default: true
  66. # meta-space-indent: 4
  67. .. code-tab:: csharp
  68. // meta-name: Platformer movement
  69. // meta-description: Predefined movement for classical platformers
  70. // meta-default: true
  71. // meta-space-indent: 4
  72. In this case, the name will be set to "Platformer movement", with the given custom description, and
  73. it will be set as the default template for the node in which directory it has been saved.
  74. This is an example of utilizing custom templates at editor and project level:
  75. .. image:: img/script_create_dialog_custom_templates.webp
  76. .. note:: The script templates have the same extension as the regular script
  77. files. This may lead to an issue of a script parser treating those templates as
  78. actual scripts within a project. To avoid this, make sure to ignore the
  79. directory containing them by creating an empty ``.gdignore`` file. The directory won't be
  80. visible throughout the project's filesystem anymore, yet the templates can be
  81. modified by an external text editor anytime.
  82. .. tip::
  83. By default, every C# file inside the project directory is included in the compilation.
  84. Script templates must be manually excluded from the C# project to avoid build errors.
  85. See `Exclude files from the build <https://learn.microsoft.com/en-us/visualstudio/msbuild/how-to-exclude-files-from-the-build>`_ in the Microsoft documentation.
  86. It is possible to create editor-level templates that have the same level as a project-specific
  87. templates, and also that have the same name as a built-in one, all will be shown on the new script
  88. dialog.
  89. Default template
  90. ----------------
  91. To override the default template, create a custom template at editor or project level inside a
  92. ``Node`` directory (or a more specific type, if only a subtype wants to be overridden) and start
  93. the file with the ``meta-default: true`` header.
  94. Only one template can be set as default at the same time for the same node type.
  95. The ``Default`` templates for basic Nodes, for both GDScript and C#, are shown here so you can
  96. use these as the base for creating other templates:
  97. .. tabs::
  98. .. code-tab:: gdscript GDScript
  99. # meta-description: Base template for Node with default Godot cycle methods
  100. extends _BASE_
  101. # Called when the node enters the scene tree for the first time.
  102. func _ready() -> void:
  103. pass # Replace with function body.
  104. # Called every frame. 'delta' is the elapsed time since the previous frame.
  105. func _process(delta: float) -> void:
  106. pass
  107. .. code-tab:: csharp
  108. // meta-description: Base template for Node with default Godot cycle methods
  109. using _BINDINGS_NAMESPACE_;
  110. using System;
  111. public partial class _CLASS_ : _BASE_
  112. {
  113. // Called when the node enters the scene tree for the first time.
  114. public override void _Ready()
  115. {
  116. }
  117. // Called every frame. 'delta' is the elapsed time since the previous frame.
  118. public override void _Process(double delta)
  119. {
  120. }
  121. }
  122. The Godot editor provides a set of useful built-in node-specific templates, such as
  123. ``basic_movement`` for both :ref:`CharacterBody2D <class_CharacterBody2D>` and
  124. :ref:`CharacterBody3D <class_CharacterBody3D>` and ``plugin`` for
  125. :ref:`EditorPlugin <class_EditorPlugin>`.
  126. List of template placeholders
  127. -----------------------------
  128. The following describes the complete list of built-in template placeholders
  129. which are currently implemented.
  130. Base placeholders
  131. ~~~~~~~~~~~~~~~~~
  132. +--------------------------+----------------------------------------------------+
  133. | Placeholder | Description |
  134. +==========================+====================================================+
  135. | ``_BINDINGS_NAMESPACE_`` | The name of the Godot namespace (used in C# only). |
  136. +--------------------------+----------------------------------------------------+
  137. | ``_CLASS_`` | The name of the new class. |
  138. +--------------------------+----------------------------------------------------+
  139. | ``_BASE_`` | The base type a new script inherits from. |
  140. +--------------------------+----------------------------------------------------+
  141. | ``_TS_`` | Indentation placeholder. The exact type and number |
  142. | | of whitespace characters used for indentation is |
  143. | | determined by the ``text_editor/indent/type`` and |
  144. | | ``text_editor/indent/size`` settings in the |
  145. | | :ref:`EditorSettings <class_EditorSettings>` |
  146. | | respectively. Can be overridden by the |
  147. | | ``meta-space-indent`` header on the template. |
  148. +--------------------------+----------------------------------------------------+
  149. Type placeholders
  150. ~~~~~~~~~~~~~~~~~
  151. There used to be, in Godot 3.x, placeholders for GDScript type hints that
  152. would get replaced whenever a template was used to create a new script, such as:
  153. ``%INT_TYPE%``, ``%STRING_TYPE%``, ``%FLOAT_TYPE%`` or ``%VOID_RETURN%``.
  154. The placeholders no longer work for Godot 4.x, but if the setting
  155. ``text_editor/completion/add_type_hints`` from
  156. :ref:`EditorSettings <class_EditorSettings>` is disabled, type hints
  157. for parameters and return types will be automatically removed for a few
  158. base types:
  159. * ``int``
  160. * ``String``
  161. * ``Array[String]``
  162. * ``float``
  163. * ``void``
  164. * ``:=`` will be transformed into ``=``