83 lines
3.5 KiB
XML
83 lines
3.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="EditorInspector" inherits="ScrollContainer" version="3.2">
|
|
<brief_description>
|
|
A tab used to edit properties of the selected node.
|
|
</brief_description>
|
|
<description>
|
|
The editor inspector is by default located on the right-hand side of the editor. It's used to edit the properties of the selected node. For example, you can select a node such as [Sprite] then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow.
|
|
[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_inspector].
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="refresh">
|
|
<return type="void">
|
|
</return>
|
|
<description>
|
|
Refreshes the inspector.
|
|
[b]Note:[/b] To save on CPU resources, calling this method will do nothing if the time specified in [code]docks/property_editor/auto_refresh_interval[/code] editor setting hasn't passed yet since this method was last called. (By default, this interval is set to 0.3 seconds.)
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="scroll_horizontal_enabled" type="bool" setter="set_enable_h_scroll" getter="is_h_scroll_enabled" override="true" default="false">
|
|
If [code]true[/code], horizontal scrolling is enabled. An horizontal scroll bar will display at the bottom of the inspector.
|
|
</member>
|
|
</members>
|
|
<signals>
|
|
<signal name="object_id_selected">
|
|
<argument index="0" name="id" type="int">
|
|
</argument>
|
|
<description>
|
|
Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree inspector.
|
|
</description>
|
|
</signal>
|
|
<signal name="property_edited">
|
|
<argument index="0" name="property" type="String">
|
|
</argument>
|
|
<description>
|
|
Emitted when a property is edited in the inspector.
|
|
</description>
|
|
</signal>
|
|
<signal name="property_keyed">
|
|
<argument index="0" name="property" type="String">
|
|
</argument>
|
|
<description>
|
|
Emitted when a property is keyed in the inspector. Properties can be keyed by clicking the "key" icon next to a property when the Animation panel is toggled.
|
|
</description>
|
|
</signal>
|
|
<signal name="property_selected">
|
|
<argument index="0" name="property" type="String">
|
|
</argument>
|
|
<description>
|
|
Emitted when a property is selected in the inspector.
|
|
</description>
|
|
</signal>
|
|
<signal name="property_toggled">
|
|
<argument index="0" name="property" type="String">
|
|
</argument>
|
|
<argument index="1" name="checked" type="bool">
|
|
</argument>
|
|
<description>
|
|
Emitted when a boolean property is toggled in the inspector.
|
|
[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/code] property enabled. Since this property is always enabled in the editor inspector, this signal is never emitted by the editor itself.
|
|
</description>
|
|
</signal>
|
|
<signal name="resource_selected">
|
|
<argument index="0" name="res" type="Object">
|
|
</argument>
|
|
<argument index="1" name="prop" type="String">
|
|
</argument>
|
|
<description>
|
|
Emitted when a resource is selected in the inspector.
|
|
</description>
|
|
</signal>
|
|
<signal name="restart_requested">
|
|
<description>
|
|
Emitted when a property that requires a restart to be applied is edited in the inspector. This is only used in the Project Settings and Editor Settings.
|
|
</description>
|
|
</signal>
|
|
</signals>
|
|
<constants>
|
|
</constants>
|
|
</class>
|