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Inspector plugins
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=================
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-The inspector dock supports custom plugins to create your own widgets for
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-editing properties. This can be beneficial when working with custom datatypes
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-and resources, but may be used to change the default behavior for built-in
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-types as well. It is possible to introduce custom controls for specific properties,
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-entire objects, and even detached controls associated with particular datatypes.
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+The inspector dock allows you to create custom widgets to edit properties
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+through plugins. This can be beneficial when working with custom datatypes and
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+resources, although you can use the feature to change the inspector widgets for
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+built-in types. You can design custom controls for specific properties, entire
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+objects, and even separate controls associated with particular datatypes.
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-This tutorial explains how to use the :ref:`class_EditorInspectorPlugin`
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-and :ref:`class_EditorProperty` classes to create a custom control for each
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-property of the integer type, replacing the default behavior with a button
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-that generates random values between numbers 0 and 99.
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+This guide explains how to use the :ref:`class_EditorInspectorPlugin` and
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+:ref:`class_EditorProperty` classes to create a custom interface for integers,
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+replacing the default behavior with a button that generates random values
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+between 0 and 99.
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.. figure:: img/inspector_plugin_example.png
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:align: center
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- The default behavior on the left, and the end result on the right.
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+ The default behavior on the left and the end result on the right.
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-Setup
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------
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+Setting up your plugin
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+----------------------
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-Follow the :ref:`doc_making_plugins` guide to setup the framework for your
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-new plugin. Lets assume you've called your plugin folder ``my_inspector_plugin``.
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-If so, you should end up with a new ``addons/my_inspector_plugin`` folder
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-that contains two files: ``plugin.cfg`` and ``plugin.gd``.
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+Create a new empty plugin to get started.
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+
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+.. seealso:: See :ref:`doc_making_plugins` guide to set up your new plugin.
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+
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+Let's assume you've called your plugin folder ``my_inspector_plugin``. If so,
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+you should end up with a new ``addons/my_inspector_plugin`` folder that contains
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+two files: ``plugin.cfg`` and ``plugin.gd``.
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As before, ``plugin.gd`` is a script extending :ref:`class_EditorPlugin` and you
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-need to introduce new code for its ``_enter_tree`` and ``_exit_tree`` methods. To
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-setup your inspector plugin you must load its script and then create and add
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-the instance using ``add_inspector_plugin``. If the plugin is disabled you should
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-remove the instance you have added using ``remove_inspector_plugin``.
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+need to introduce new code for its ``_enter_tree`` and ``_exit_tree`` methods.
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+To set up your inspector plugin, you must load its script, then create and add
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+the instance by calling ``add_inspector_plugin()``. If the plugin is disabled,
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+you should remove the instance you have added by calling
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+``remove_inspector_plugin()``.
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-.. note:: Take note, that here you are loading a script and not a packed scene.
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- Therefore you should use ``new()`` instead of ``instance()``.
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+.. note:: Here, you are loading a script and not a packed scene. Therefore you
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+ should use ``new()`` instead of ``instance()``.
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -55,28 +59,30 @@ remove the instance you have added using ``remove_inspector_plugin``.
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remove_inspector_plugin(plugin)
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-EditorInspectorPlugin
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----------------------
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+Interacting with the inspector
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+------------------------------
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-To be able to interact with the inspector dock, your ``MyInspectorPlugin.gd`` script
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-must extend the :ref:`class_EditorInspectorPlugin` class. This class provides
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-several virtual methods that can be implemented to affect the way the inspector
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-is handling properties.
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+To interact with the inspector dock, your ``MyInspectorPlugin.gd`` script must
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+extend the :ref:`class_EditorInspectorPlugin` class. This class provides several
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+virtual methods that affect how the inspector handles properties.
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-To have any effect at all the script must implement the ``can_handle()`` method. This
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-function is called for each edited :ref:`class_Object` and must return ``true`` if
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-this plugin should handle the object or its properties (including any :ref:`class_Resource`
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-that is embedded!).
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+To have any effect at all, the script must implement the ``can_handle()``
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+method. This function is called for each edited :ref:`class_Object` and must
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+return ``true`` if this plugin should handle the object or its properties.
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-There are 4 other methods that can be implemented to add controls to the inspector at
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-specific positions. The ``parse_begin()`` and ``parse_end()`` functions are called only once
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-at the beginning and the end of parsing for each object, respectively. They can be used to
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-add controls at the very top or very bottom of the inspector layout with ``add_custom_control``.
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+.. note:: This includes any :ref:`class_Resource` attached to the object.
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-As the object is parsed the ``parse_category()`` and ``parse_property()`` functions are
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-called. In addition to ``add_custom_control`` both ``add_property_editor`` and
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-``add_property_editor_for_multiple_properties`` can be utilized. These methods are used
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-specifically to add :ref:`class_EditorProperty`-based controls.
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+You can implement four other methods to add controls to the inspector at
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+specific positions. The ``parse_begin()`` and ``parse_end()`` methods are called
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+only once at the beginning and the end of parsing for each object, respectively.
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+They can add controls at the top or bottom of the inspector layout by calling
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+``add_custom_control()``.
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+
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+As the editor parses the object, it calls the ``parse_category()`` and
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+``parse_property()`` methods. There, in addition to ``add_custom_control()``,
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+you can call both ``add_property_editor()`` and
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+``add_property_editor_for_multiple_properties()``. Use these last two methods to
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+specifically add :ref:`class_EditorProperty`-based controls.
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -88,44 +94,44 @@ specifically to add :ref:`class_EditorProperty`-based controls.
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func can_handle(object):
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- # We will support all objects in this example.
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+ # We support all objects in this example.
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return true
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func parse_property(object, type, path, hint, hint_text, usage):
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- # We will handle properties of type integer.
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+ # We handle properties of type integer.
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if type == TYPE_INT:
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# Create an instance of the custom property editor and register
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# it to a specific property path.
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add_property_editor(path, RandomIntEditor.new())
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- # Inform the editor to remove the default property editor for
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+ # Inform the editor to remove the default property editor for
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# this property type.
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return true
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else:
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return false
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+Adding an interface to edit properties
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+--------------------------------------
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-EditorProperty
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---------------
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-
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-The :ref:`class_EditorProperty` class is a special type of :ref:`class_Control` that
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-can interact with edited objects inside of the inspector dock. By itself it doesn't
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-display anything, but can house any other control nodes, including complex
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-scenes.
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+The :ref:`class_EditorProperty` class is a special type of :ref:`class_Control`
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+that can interact with the inspector dock's edited objects. It doesn't display
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+anything but can house any other control nodes, including complex scenes.
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-There are three essential parts to the script extending :ref:`class_EditorProperty`:
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+There are three essential parts to the script extending
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+:ref:`class_EditorProperty`:
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-1. There must be the ``_init`` method that sets up the node structure of the control.
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+1. You must define the ``_init()`` method to set up the control nodes'
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+ structure.
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-2. The ``update_property()`` method should be implemented to handle changes to the
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- data from the outside.
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+2. You should implement the ``update_property()`` to handle changes to the data
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+ from the outside.
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-3. A signal must be emitted at some point to inform the inspector that the control has
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- changed the property using ``emit_changed``.
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+3. A signal must be emitted at some point to inform the inspector that the
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+ control has changed the property using ``emit_changed``.
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-You can display your custom widget in two ways. Use the default ``add_child`` method
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-to display it to the right of the property name, and ``set_bottom_editor`` to position
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-it below the name.
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+You can display your custom widget in two ways. Use the default ``add_child()``
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+method to display it to the right of the property name, and
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+``set_bottom_editor()`` to position it below the name.
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -156,7 +162,7 @@ it below the name.
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# Ignore the signal if the property is currently being updated.
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if (updating):
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return
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-
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+
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# Generate a new random integer between 0 and 99.
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current_value = randi() % 100
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property_control.text = "Value: " + str(current_value)
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@@ -168,14 +174,13 @@ it below the name.
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var new_value = get_edited_object()[get_edited_property()]
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if (new_value == current_value):
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return
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-
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+
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# Update the control with the new value.
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updating = true
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current_value = new_value
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property_control.text = "Value: " + str(current_value)
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updating = false
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-
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-Using the example code above you should be able to make a custom widget
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-that replaces the default :ref:`class_SpinBox` control for integers with
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-a :ref:`class_Button` that generates random values.
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+Using the example code above you should be able to make a custom widget that
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+replaces the default :ref:`class_SpinBox` control for integers with a
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+:ref:`class_Button` that generates random values.
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