godot/doc/classes/EditorSelection.xml
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doc: Use self-closing tags for return and argument
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Using self-closing tags saves half the lines, and prevents contributors from
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2021-07-30 15:29:52 +02:00

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorSelection" inherits="Object" version="4.0">
<brief_description>
Manages the SceneTree selection in the editor.
</brief_description>
<description>
This object manages the SceneTree selection in the editor.
[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_selection].
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_node">
<return type="void" />
<argument index="0" name="node" type="Node" />
<description>
Adds a node to the selection.
[b]Note:[/b] The newly selected node will not be automatically edited in the inspector. If you want to edit a node, use [method EditorInterface.edit_node].
</description>
</method>
<method name="clear">
<return type="void" />
<description>
Clear the selection.
</description>
</method>
<method name="get_selected_nodes">
<return type="Node[]" />
<description>
Gets the list of selected nodes.
</description>
</method>
<method name="get_transformable_selected_nodes">
<return type="Array" />
<description>
Gets the list of selected nodes, optimized for transform operations (i.e. moving them, rotating, etc). This list avoids situations where a node is selected and also child/grandchild.
</description>
</method>
<method name="remove_node">
<return type="void" />
<argument index="0" name="node" type="Node" />
<description>
Removes a node from the selection.
</description>
</method>
</methods>
<signals>
<signal name="selection_changed">
<description>
Emitted when the selection changes.
</description>
</signal>
</signals>
<constants>
</constants>
</class>