EditorInspector.xml 3.3 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="EditorInspector" inherits="ScrollContainer" version="3.4">
  3. <brief_description>
  4. A tab used to edit properties of the selected node.
  5. </brief_description>
  6. <description>
  7. 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.
  8. [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_inspector].
  9. </description>
  10. <tutorials>
  11. </tutorials>
  12. <methods>
  13. <method name="refresh">
  14. <return type="void">
  15. </return>
  16. <description>
  17. Refreshes the inspector.
  18. [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.)
  19. </description>
  20. </method>
  21. </methods>
  22. <members>
  23. <member name="scroll_horizontal_enabled" type="bool" setter="set_enable_h_scroll" getter="is_h_scroll_enabled" override="true" default="false" />
  24. </members>
  25. <signals>
  26. <signal name="object_id_selected">
  27. <argument index="0" name="id" type="int">
  28. </argument>
  29. <description>
  30. Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree inspector.
  31. </description>
  32. </signal>
  33. <signal name="property_edited">
  34. <argument index="0" name="property" type="String">
  35. </argument>
  36. <description>
  37. Emitted when a property is edited in the inspector.
  38. </description>
  39. </signal>
  40. <signal name="property_keyed">
  41. <argument index="0" name="property" type="String">
  42. </argument>
  43. <description>
  44. 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.
  45. </description>
  46. </signal>
  47. <signal name="property_selected">
  48. <argument index="0" name="property" type="String">
  49. </argument>
  50. <description>
  51. Emitted when a property is selected in the inspector.
  52. </description>
  53. </signal>
  54. <signal name="property_toggled">
  55. <argument index="0" name="property" type="String">
  56. </argument>
  57. <argument index="1" name="checked" type="bool">
  58. </argument>
  59. <description>
  60. Emitted when a boolean property is toggled in the inspector.
  61. [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.
  62. </description>
  63. </signal>
  64. <signal name="resource_selected">
  65. <argument index="0" name="res" type="Object">
  66. </argument>
  67. <argument index="1" name="prop" type="String">
  68. </argument>
  69. <description>
  70. Emitted when a resource is selected in the inspector.
  71. </description>
  72. </signal>
  73. <signal name="restart_requested">
  74. <description>
  75. 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.
  76. </description>
  77. </signal>
  78. </signals>
  79. <constants>
  80. </constants>
  81. </class>