EditorScopeHost extension
What only the editor that hosts a scope does with it: rebuild its
registries, add its own tools, and connect what the scope asks of the
editor's windows. Exported by host.dart; a module never needs it.
- on
Properties
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assetReloader
↔ void Function(Iterable<
String> paths)? -
Available on EditorScope, provided by the EditorScopeHost extension
What EditorScope.reloadAssets calls: set by the editor plugin while it runs.getter/setter pair -
Available on EditorScope, provided by the EditorScopeHost extension
Ways of putting the world back to the scene as authored (EditorScope.restoreAuthoredState), for whatever shows something else in it for a while — a timeline being previewed.no setter -
Available on EditorScope, provided by the EditorScopeHost extension
Tests of whether the world is held away from the scene as authored (EditorScope.isAuthoredStateHeld); whoever adds a guard can add one.no setter - dockOpener ↔ void Function(String id)?
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Available on EditorScope, provided by the EditorScopeHost extension
What EditorScope.openDock calls: set by the editor.getter/setter pair - viewOverride ↔ EditorView?
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Available on EditorScope, provided by the EditorScopeHost extension
A view standing in for EditorScope.editorView while one pane of a split viewport is drawn or handled: everything that picks, places or paints through the editor's view then works in that pane. Null otherwise.getter/setter pair
Methods
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addBuiltIn(
EditorModule make(EditorScope scope)) → void -
Available on EditorScope, provided by the EditorScopeHost extension
Adds the modulemakemakes to the built-ins the editor brings (ModuleRegistry.builtIns), ahead of every other module, and rebuilds the registries — for a scope made before its host knew of it. Nothing happens when one with that id is there already. -
reassemble(
) → void -
Available on EditorScope, provided by the EditorScopeHost extension
After a hot reload: the editor's own presets made again, each module told (EditorModule.onReassemble), then every registry rebuilt from the code as it now is (reload), and the palette in use shown as it now is.JustGameEditorPlugin.reassemblecalls this. -
reload(
) → void -
Available on EditorScope, provided by the EditorScopeHost extension
Rebuilds every scope-level registry from scratch: built-ins, then each module's contributions in registration order. Idempotent, so it is safe on every hot reload — and nothing a module stopped contributing survives. A module's EditorModule.onRegister runs on its first pass only.