<?xml version="1.0" encoding="UTF-8" ?>
<class name="ScriptCreateDialog" inherits="ConfirmationDialog" api_type="editor" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Godot editor's popup dialog for creating new [Script] files.
	</brief_description>
	<description>
		The [ScriptCreateDialog] creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling one of the [method Window.popup] methods.
		[codeblocks]
		[gdscript]
		func _ready():
			var dialog = ScriptCreateDialog.new();
			dialog.config("Node", "res://new_node.gd") # For in-engine types.
			dialog.config("\"res://base_node.gd\"", "res://derived_node.gd") # For script types.
			dialog.popup_centered()
		[/gdscript]
		[csharp]
		public override void _Ready()
		{
			var dialog = new ScriptCreateDialog();
			dialog.Config("Node", "res://NewNode.cs"); // For in-engine types.
			dialog.Config("\"res://BaseNode.cs\"", "res://DerivedNode.cs"); // For script types.
			dialog.PopupCentered();
		}
		[/csharp]
		[/codeblocks]
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="config">
			<return type="void" />
			<param index="0" name="inherits" type="String" />
			<param index="1" name="path" type="String" />
			<param index="2" name="built_in_enabled" type="bool" default="true" />
			<param index="3" name="load_enabled" type="bool" default="true" />
			<description>
				Prefills required fields to configure the ScriptCreateDialog for use.
			</description>
		</method>
	</methods>
	<members>
		<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" overrides="AcceptDialog" default="false" />
		<member name="ok_button_text" type="String" setter="set_ok_button_text" getter="get_ok_button_text" overrides="AcceptDialog" default="&quot;Create&quot;" />
		<member name="title" type="String" setter="set_title" getter="get_title" overrides="Window" default="&quot;Attach Node Script&quot;" />
	</members>
	<signals>
		<signal name="script_created">
			<param index="0" name="script" type="Script" />
			<description>
				Emitted when the user clicks the OK button.
			</description>
		</signal>
	</signals>
</class>
