godot/doc/classes/EditorProperty.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorProperty" inherits="Container" version="4.0">
<brief_description>
Custom control to edit properties for adding into the inspector.
</brief_description>
<description>
This control allows property editing for one or multiple properties into [EditorInspector]. It is added via [EditorInspectorPlugin].
</description>
<tutorials>
</tutorials>
<methods>
<method name="_update_property" qualifiers="virtual">
<return type="void" />
<description>
When this virtual function is called, you must update your editor.
</description>
</method>
<method name="add_focusable">
<return type="void" />
<argument index="0" name="control" type="Control" />
<description>
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If any of the controls added can gain keyboard focus, add it here. This ensures that focus will be restored if the inspector is refreshed.
</description>
</method>
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<method name="emit_changed">
<return type="void" />
<argument index="0" name="property" type="StringName" />
<argument index="1" name="value" type="Variant" />
<argument index="2" name="field" type="StringName" default="&amp;&quot;&quot;" />
<argument index="3" name="changing" type="bool" default="false" />
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<description>
If one or several properties have changed, this must be called. [code]field[/code] is used in case your editor can modify fields separately (as an example, Vector3.x). The [code]changing[/code] argument avoids the editor requesting this property to be refreshed (leave as [code]false[/code] if unsure).
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</description>
</method>
<method name="get_edited_object">
<return type="Object" />
<description>
Gets the edited object.
</description>
</method>
<method name="get_edited_property">
<return type="StringName" />
<description>
Gets the edited property. If your editor is for a single property (added via [method EditorInspectorPlugin._parse_property]), then this will return the property.
</description>
</method>
<method name="get_tooltip_text" qualifiers="const">
<return type="String" />
<description>
Must be implemented to provide a custom tooltip to the property editor.
</description>
</method>
<method name="set_bottom_editor">
<return type="void" />
<argument index="0" name="editor" type="Control" />
<description>
Puts the [code]editor[/code] control below the property label. The control must be previously added using [method Node.add_child].
</description>
</method>
</methods>
<members>
<member name="checkable" type="bool" setter="set_checkable" getter="is_checkable" default="false">
Used by the inspector, set to [code]true[/code] when the property is checkable.
</member>
<member name="checked" type="bool" setter="set_checked" getter="is_checked" default="false">
Used by the inspector, set to [code]true[/code] when the property is checked.
</member>
<member name="deletable" type="bool" setter="set_deletable" getter="is_deletable" default="false">
Used by the inspector, set to [code]true[/code] when the property can be deleted by the user.
</member>
<member name="draw_red" type="bool" setter="set_draw_red" getter="is_draw_red" default="false">
Used by the inspector, set to [code]true[/code] when the property must draw with error color. This is used for editable children's properties.
</member>
<member name="keying" type="bool" setter="set_keying" getter="is_keying" default="false">
Used by the inspector, set to [code]true[/code] when the property can add keys for animation.
</member>
<member name="label" type="String" setter="set_label" getter="get_label" default="&quot;&quot;">
Set this property to change the label (if you want to show one).
</member>
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false">
Used by the inspector, set to [code]true[/code] when the property is read-only.
</member>
</members>
<signals>
<signal name="multiple_properties_changed">
<argument index="0" name="properties" type="PackedStringArray" />
<argument index="1" name="value" type="Array" />
<description>
Emit it if you want multiple properties modified at the same time. Do not use if added via [method EditorInspectorPlugin._parse_property].
</description>
</signal>
<signal name="object_id_selected">
<argument index="0" name="property" type="StringName" />
<argument index="1" name="id" type="int" />
<description>
Used by sub-inspectors. Emit it if what was selected was an Object ID.
</description>
</signal>
<signal name="property_changed">
<argument index="0" name="property" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
Do not emit this manually, use the [method emit_changed] method instead.
</description>
</signal>
<signal name="property_checked">
<argument index="0" name="property" type="StringName" />
<argument index="1" name="bool" type="String" />
<description>
Emitted when a property was checked. Used internally.
</description>
</signal>
<signal name="property_deleted">
<argument index="0" name="property" type="StringName" />
<description>
Emitted when a property was deleted. Used internally.
</description>
</signal>
<signal name="property_keyed">
<argument index="0" name="property" type="StringName" />
<description>
Emit it if you want to add this value as an animation key (check for keying being enabled first).
</description>
</signal>
<signal name="property_keyed_with_value">
<argument index="0" name="property" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
Emit it if you want to key a property with a single value.
</description>
</signal>
<signal name="resource_selected">
<argument index="0" name="path" type="String" />
<argument index="1" name="resource" type="Resource" />
<description>
If you want a sub-resource to be edited, emit this signal with the resource.
</description>
</signal>
<signal name="selected">
<argument index="0" name="path" type="String" />
<argument index="1" name="focusable_idx" type="int" />
<description>
Emitted when selected. Used internally.
</description>
</signal>
</signals>
<constants>
</constants>
</class>