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Custom control for editing properties that can be added to the EditorInspector.

A custom control for editing properties that can be added to the EditorInspector. It is added via EditorInspectorPlugin.

Signal multiple_properties_changed<>( PackedStringArray properties=, properties:PackedStringArray=, Array value=, value:Array=, ):Signal

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

Signal object_id_selected<>( StringName property=, property:StringName=, int id=, id:int=, ):Signal

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

Signal property_can_revert_changed<>( StringName property=, property:StringName=, bool can_revert=, can_revert:bool=, ):Signal

Emitted when the revertability (i.e., whether it has a non-default value and thus is displayed with a revert icon) of a property has changed.

Signal property_changed<>( StringName property=, property:StringName=, Variant value=, value:Variant=, StringName field=, field:StringName=, bool changing=, changing:bool=, ):Signal

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

Signal property_checked<>( StringName property=, property:StringName=, bool checked=, checked:bool=, ):Signal

Emitted when a property was checked. Used internally.

Signal property_deleted<>( StringName property=, property:StringName=, ):Signal

Emitted when a property was deleted. Used internally.

Signal property_favorited<>( StringName property=, property:StringName=, bool favorited=, favorited:bool=, ):Signal

Emit it if you want to mark a property as favorited, making it appear at the top of the inspector.

Signal property_keyed<>( StringName property=, property:StringName=, ):Signal

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

Signal property_keyed_with_value<>( StringName property=, property:StringName=, Variant value=, value:Variant=, ):Signal

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

Signal property_pinned<>( StringName property=, property:StringName=, bool pinned=, pinned:bool=, ):Signal

Emit it if you want to mark (or unmark) the value of a property for being saved regardless of being equal to the default value.

The default value is the one the property will get when the node is just instantiated and can come from an ancestor scene in the inheritance/instantiation chain, a script or a builtin class.

Signal resource_selected<>( String path=, path:String=, Resource resource=, resource:Resource=, ):Signal

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

Signal selected<>( String path=, path:String=, int focusable_idx=, focusable_idx:int=, ):Signal

Emitted when selected. Used internally.

bool checkable<>():bool

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

bool checked<>():bool

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

bool deletable<>():bool

Used by the inspector, set to true when the property can be deleted by the user.

bool draw_background<>():bool

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

bool draw_label<>():bool

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

bool draw_warning<>():bool

Used by the inspector, set to true when the property is drawn with the editor theme's warning color. This is used for editable children's properties.

bool keying<>():bool

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

String label<>():String

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

float name_split_ratio<>():float

Space distribution ratio between the label and the editing field.

bool read_only<>():bool

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

bool selectable<>():bool

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

bool use_folding<>():bool

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

void _set_read_only<>( bool read_only=, read_only:bool=, ):void

Called when the read-only status of the property is changed. It may be used to change custom controls into a read-only or modifiable state.

void _update_property<>():void

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

void add_focusable<>( Control control=, control:Control=, ):void

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 deselect<>():void

Draw property as not selected. Used by the inspector.

void emit_changed<>( StringName property=, property:StringName=, Variant value=, value:Variant=, StringName field=&"", field:StringName=&"", bool changing=false, changing:bool=false, ):void

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<>():Object

Gets the edited object.

StringName get_edited_property<>():StringName

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

bool is_selected<>():bool

Returns true if property is drawn as selected. Used by the inspector.

void select<>( int focusable=-1, focusable:int=-1, ):void

Draw property as selected. Used by the inspector.

void set_bottom_editor<>( Control editor=, editor:Control=, ):void

Puts the editor control below the property label. The control must be previously added using Node.add_child().

void set_label_reference<>( Control control=, control:Control=, ):void

Used by the inspector, set to a control that will be used as a reference to calculate the size of the label.

void set_object_and_property<>( Object object=, object:Object=, StringName property=, property:StringName=, ):void

Assigns object and property to edit.

void update_property<>():void

Forces refresh of the property display.




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