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path: root/doc/classes/EditorInspector.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorInspector" inherits="ScrollContainer" version="4.0">
	<brief_description>
		A tab used to edit properties of the selected node.
	</brief_description>
	<description>
		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 the Sprite2D then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow.
		[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_inspector].
	</description>
	<tutorials>
	</tutorials>
	<members>
		<member name="horizontal_scroll_mode" type="int" setter="set_horizontal_scroll_mode" getter="get_horizontal_scroll_mode" overrides="ScrollContainer" enum="ScrollContainer.ScrollMode" default="0" />
	</members>
	<signals>
		<signal name="edited_object_changed">
			<description>
				Emitted when the object being edited by the inspector has changed.
			</description>
		</signal>
		<signal name="object_id_selected">
			<argument index="0" name="id" type="int" />
			<description>
				Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree inspector.
			</description>
		</signal>
		<signal name="property_deleted">
			<argument index="0" name="property" type="String" />
			<description>
				Emitted when a property is removed from the inspector.
			</description>
		</signal>
		<signal name="property_edited">
			<argument index="0" name="property" type="String" />
			<description>
				Emitted when a property is edited in the inspector.
			</description>
		</signal>
		<signal name="property_keyed">
			<argument index="0" name="property" type="String" />
			<argument index="1" name="value" type="Variant" />
			<argument index="2" name="advance" type="bool" />
			<description>
				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.
			</description>
		</signal>
		<signal name="property_selected">
			<argument index="0" name="property" type="String" />
			<description>
				Emitted when a property is selected in the inspector.
			</description>
		</signal>
		<signal name="property_toggled">
			<argument index="0" name="property" type="String" />
			<argument index="1" name="checked" type="bool" />
			<description>
				Emitted when a boolean property is toggled in the inspector.
				[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.
			</description>
		</signal>
		<signal name="resource_selected">
			<argument index="0" name="resource" type="Resource" />
			<argument index="1" name="path" type="String" />
			<description>
				Emitted when a resource is selected in the inspector.
			</description>
		</signal>
		<signal name="restart_requested">
			<description>
				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.
			</description>
		</signal>
	</signals>
</class>