godot/doc/classes/EditorInspector.xml
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2022-03-16 23:01:02 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorInspector" inherits="ScrollContainer" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<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" />
<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" overrides="ScrollContainer" default="false" />
</members>
<signals>
<signal name="object_id_selected">
<argument index="0" name="id" type="int" />
<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" />
<description>
Emitted when a property is edited in the inspector.
</description>
</signal>
<signal name="property_keyed">
<argument index="0" name="property" type="String" />
<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" />
<description>
Emitted when a property is selected in the inspector.
</description>
</signal>
<signal name="property_toggled">
<argument index="0" name="property" type="String" />
<argument index="1" name="checked" type="bool" />
<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 index="1" name="prop" type="String" />
<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>