Class reference
EditorProperty
Inherits Container
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
bool checkable = false
bool checkable = falseUsed by the inspector, set to true when the property is checkable.
bool checked = false
bool checked = falseUsed by the inspector, set to true when the property is checked.
bool deletable = false
bool deletable = falseUsed by the inspector, set to true when the property can be deleted by the user.
bool draw_background = true
bool draw_background = trueUsed by the inspector, set to true when the property background is drawn.
bool draw_label = true
bool draw_label = trueUsed by the inspector, set to true when the property label is drawn.
bool draw_warning = false
bool draw_warning = falseUsed 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.
int focus_mode = 3
int focus_mode = 3bool keying = false
bool keying = falseUsed by the inspector, set to true when the property can add keys for animation.
String label = ""
String label = ""Set this property to change the label (if you want to show one).
float name_split_ratio = 0.5
float name_split_ratio = 0.5Space distribution ratio between the label and the editing field.
bool read_only = false
bool read_only = falseUsed by the inspector, set to true when the property is read-only.
bool selectable = true
bool selectable = trueUsed by the inspector, set to true when the property is selectable.
bool use_folding = false
bool use_folding = falseUsed by the inspector, set to true when the property is using folding.
Methods
void _set_read_only(bool read_only) virtual
bool read_only) virtualCalled 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)
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 deselect()
Draw property as not selected. Used by the inspector.
void emit_changed(StringName property, Variant value, StringName field = &"", bool changing = false)
StringName property, Variant value, StringName field = &"", bool changing = 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).
Object get_edited_object()
Object get_edited_object()Returns the edited object. Note: This method could return null if the editor has not yet been associated with a property. However, in _update_property() and _set_read_only(), this value is guaranteed to be non-null.
StringName get_edited_property() const
StringName get_edited_property() constReturns the edited property. If your editor is for a single property (added via EditorInspectorPlugin._parse_property()), then this will return the property. Note: This method could return null if the editor has not yet been associated with a property. However, in _update_property() and _set_read_only(), this value is guaranteed to be non-null.
bool is_selected() const
bool is_selected() constReturns true if property is drawn as selected. Used by the inspector.
void select(int focusable = -1)
int focusable = -1)Draw property as selected. Used by the inspector.
void set_bottom_editor(Control editor)
Control editor)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)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, StringName property)
Object object, StringName property)Assigns object and property to edit.
void update_property()
Forces a refresh of the property display.
Signals
multiple_properties_changed(PackedStringArray properties, Array value)
PackedStringArray properties, Array value)Emit it if you want multiple properties modified at the same time. Do not use if added via EditorInspectorPlugin._parse_property().
object_id_selected(StringName property, int id)
StringName property, int id)Used by sub-inspectors. Emit it if what was selected was an Object ID.
property_can_revert_changed(StringName property, bool can_revert)
StringName property, bool can_revert)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(StringName property, Variant value, StringName field, bool changing)
StringName property, Variant value, StringName field, bool changing)Do not emit this manually, use the emit_changed() method instead.
property_checked(StringName property, bool checked)
StringName property, bool checked)Emitted when a property was checked. Used internally.
property_deleted(StringName property)
StringName property)Emitted when a property was deleted. Used internally.
property_favorited(StringName property, bool favorited)
StringName property, bool favorited)Emit it if you want to mark a property as favorited, making it appear at the top of the inspector.
property_keyed(StringName property)
StringName property)Emit it if you want to add this value as an animation key (check for keying being enabled first).
property_keyed_with_value(StringName property, Variant value)
StringName property, Variant value)Emit it if you want to key a property with a single value.
property_overridden()
Emitted when a setting override for the current project is requested.
property_pinned(StringName property, bool pinned)
StringName property, bool pinned)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(String path, Resource resource)
String path, Resource resource)If you want a sub-resource to be edited, emit this signal with the resource.
selected(String path, int focusable_idx)
String path, int focusable_idx)Emitted when selected. Used internally.