Up to date
This page is up to date for Godot 4.3
.
If you still find outdated information, please open an issue.
EditorProperty¶
Inherits: Container < Control < CanvasItem < Node < Object
Custom control for editing properties that can be added to the EditorInspector.
Description¶
A custom control for editing properties that can be added to the EditorInspector. It is added via EditorInspectorPlugin.
Properties¶
|
||
|
||
|
||
|
||
|
||
|
||
|
Methods¶
void |
_set_read_only(read_only: bool) virtual |
void |
_update_property() virtual |
void |
add_focusable(control: Control) |
void |
emit_changed(property: StringName, value: Variant, field: StringName = &"", changing: bool = false) |
get_edited_property() const |
|
void |
set_bottom_editor(editor: Control) |
void |
Signals¶
multiple_properties_changed(properties: PackedStringArray, value: Array) 🔗
Emit it if you want multiple properties modified at the same time. Do not use if added via EditorInspectorPlugin._parse_property.
object_id_selected(property: StringName, id: int) 🔗
Used by sub-inspectors. Emit it if what was selected was an Object ID.
property_can_revert_changed(property: StringName, can_revert: bool) 🔗
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.
property_changed(property: StringName, value: Variant, field: StringName, changing: bool) 🔗
Do not emit this manually, use the emit_changed method instead.
property_checked(property: StringName, checked: bool) 🔗
Emitted when a property was checked. Used internally.
property_deleted(property: StringName) 🔗
Emitted when a property was deleted. Used internally.
property_keyed(property: StringName) 🔗
Emit it if you want to add this value as an animation key (check for keying being enabled first).
property_keyed_with_value(property: StringName, value: Variant) 🔗
Emit it if you want to key a property with a single value.
property_pinned(property: StringName, pinned: bool) 🔗
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.
resource_selected(path: String, resource: Resource) 🔗
If you want a sub-resource to be edited, emit this signal with the resource.
selected(path: String, focusable_idx: int) 🔗
Emitted when selected. Used internally.
Property Descriptions¶
Used by the inspector, set to true
when the property is checkable.
Used by the inspector, set to true
when the property is checked.
Used by the inspector, set to true
when the property can be deleted by the user.
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.
Used by the inspector, set to true
when the property can add keys for animation.
Set this property to change the label (if you want to show one).
Used by the inspector, set to true
when the property is read-only.
Method Descriptions¶
void _set_read_only(read_only: bool) virtual 🔗
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() virtual 🔗
When this virtual function is called, you must update your editor.
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(property: StringName, value: Variant, field: StringName = &"", changing: bool = 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).
Gets the edited object.
StringName get_edited_property() const 🔗
Gets the edited property. If your editor is for a single property (added via EditorInspectorPlugin._parse_property), then this will return the property.
void set_bottom_editor(editor: Control) 🔗
Puts the editor
control below the property label. The control must be previously added using Node.add_child.
void update_property() 🔗
Forces refresh of the property display.