EditorProperty

Inherits: Container < Control < CanvasItem < Node < Object

Custom control to edit properties for adding into the inspector.

Description

This control allows property editing for one or multiple properties into EditorInspector. It is added via EditorInspectorPlugin.

Properties

bool checkable false
bool checked false
bool draw_red false
bool keying false
String label ""
bool read_only false

Methods

void add_focusable ( Control control )
void emit_changed ( String property, Variant value, String field="", bool changing=false )
Object get_edited_object ( )
String get_edited_property ( )
String get_tooltip_text ( ) const
void set_bottom_editor ( Control editor )
void update_property ( ) virtual

Signals

multiple_properties_changed ( PoolStringArray properties, Array value )

Emit it if you want multiple properties modified at the same time. Do not use if added via EditorInspectorPlugin.parse_property.

object_id_selected ( String property, int id )

Used by sub-inspectors. Emit it if what was selected was an Object ID.

property_changed ( String property, Variant value )

Do not emit this manually, use the emit_changed method instead.

property_checked ( String property, String bool )

Emitted when a property was checked. Used internally.

property_keyed ( String property )

Emit it if you want to add this value as an animation key (check for keying being enabled first).

property_keyed_with_value ( String property, Variant value )

Emit it if you want to key a property with a single value.

resource_selected ( String path, Resource resource )

If you want a sub-resource to be edited, emit this signal with the resource.

selected ( String path, int focusable_idx )

Emitted when selected. Used internally.

Property Descriptions

bool checkable

Default false
Setter set_checkable(value)
Getter is_checkable()

Used by the inspector, set to true when the property is checkable.

bool checked

Default false
Setter set_checked(value)
Getter is_checked()

Used by the inspector, set to true when the property is checked.

bool draw_red

Default false
Setter set_draw_red(value)
Getter is_draw_red()

Used by the inspector, set to true when the property must draw with error color. This is used for editable children's properties.

bool keying

Default false
Setter set_keying(value)
Getter is_keying()

Used by the inspector, set to true when the property can add keys for animation.

String label

Default ""
Setter set_label(value)
Getter get_label()

Set this property to change the label (if you want to show one).

bool read_only

Default false
Setter set_read_only(value)
Getter is_read_only()

Used by the inspector, set to true when the property is read-only.

Method Descriptions

void add_focusable ( Control control )

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.

void emit_changed ( String property, Variant value, String field="", bool changing=false )

If one or several properties have changed, this must be called. field is used in case your editor can modify fields separately (as an example, Vector3.x). The changing argument avoids the editor requesting this property to be refreshed (leave as false if unsure).

Object get_edited_object ( )

Gets the edited object.

String get_edited_property ( )

Gets the edited property. If your editor is for a single property (added via EditorInspectorPlugin.parse_property), then this will return the property.

String get_tooltip_text ( ) const

Override if you want to allow a custom tooltip over your property.

void set_bottom_editor ( Control editor )

Adds controls with this function if you want them on the bottom (below the label).

void update_property ( ) virtual

When this virtual function is called, you must update your editor.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_editorproperty.html