doc: Sync classref with current source
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Plugin for adding custom property editors on inspector.
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</brief_description>
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<description>
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This plugins allows adding custom property editors to [EditorInspector].
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Plugins are registered via [method EditorPlugin.add_inspector_plugin].
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When an object is edited, the [method can_handle] function is called and must return true if the object type is supported.
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If supported, the function [method parse_begin] will be called, allowing to place custom controls at the beginning of the class.
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Subsequently, the [method parse_category] and [method parse_property] are called for every category and property. They offer the ability to add custom controls to the inspector too.
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Finally [method parse_end] will be called.
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On each of these calls, the "add" functions can be called.
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This plugins allows adding custom property editors to [EditorInspector].
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Plugins are registered via [method EditorPlugin.add_inspector_plugin].
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When an object is edited, the [method can_handle] function is called and must return true if the object type is supported.
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If supported, the function [method parse_begin] will be called, allowing to place custom controls at the beginning of the class.
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Subsequently, the [method parse_category] and [method parse_property] are called for every category and property. They offer the ability to add custom controls to the inspector too.
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Finally [method parse_end] will be called.
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On each of these calls, the "add" functions can be called.
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</description>
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<tutorials>
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</tutorials>
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<argument index="0" name="control" type="Control">
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</argument>
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<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.
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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.
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</description>
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</method>
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<method name="emit_changed">
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<argument index="0" name="editor" type="Control">
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</argument>
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<description>
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Add controls with this function if you want them on the bottom (below the label).
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Add controls with this function if you want them on the bottom (below the label).
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</description>
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</method>
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<method name="update_property" qualifiers="virtual">
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MeshTexture" inherits="Texture" category="Core" version="3.2">
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<brief_description>
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Simple texture that uses a mesh to draw itself.
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Simple texture that uses a mesh to draw itself.
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</brief_description>
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<description>
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Simple texture that uses a mesh to draw itself. It's limited because flags can't be changed and region drawing is not supported.
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Simple texture that uses a mesh to draw itself. It's limited because flags can't be changed and region drawing is not supported.
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="base_texture" type="Texture" setter="set_base_texture" getter="get_base_texture">
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Set the base texture that the Mesh will use to draw.
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Set the base texture that the Mesh will use to draw.
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</member>
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<member name="image_size" type="Vector2" setter="set_image_size" getter="get_image_size">
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Set the size of the image, needed for reference.
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Set the size of the image, needed for reference.
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</member>
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<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
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Set the mesh used to draw. It must be a mesh using 2D vertices.
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Set the mesh used to draw. It must be a mesh using 2D vertices.
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</member>
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</members>
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<constants>
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