Up to date

This page is up to date for Redot 4.3. If you still find outdated information, please create an issue.

EditorInspectorPlugin

Inherits: RefCounted < Object

Plugin for adding custom property editors on the inspector.

Description

EditorInspectorPlugin allows adding custom property editors to EditorInspector.

When an object is edited, the _can_handle function is called and must return true if the object type is supported.

If supported, the function _parse_begin will be called, allowing to place custom controls at the beginning of the class.

Subsequently, the _parse_category and _parse_property are called for every category and property. They offer the ability to add custom controls to the inspector too.

Finally, _parse_end will be called.

On each of these calls, the "add" functions can be called.

To use EditorInspectorPlugin, register it using the EditorPlugin.add_inspector_plugin method first.

Tutorials

Methods

bool

_can_handle(object: Object) virtual const

void

_parse_begin(object: Object) virtual

void

_parse_category(object: Object, category: String) virtual

void

_parse_end(object: Object) virtual

void

_parse_group(object: Object, group: String) virtual

bool

_parse_property(object: Object, type: Variant.Type, name: String, hint_type: PropertyHint, hint_string: String, usage_flags: BitField[PropertyUsageFlags], wide: bool) virtual

void

add_custom_control(control: Control)

void

add_property_editor(property: String, editor: Control, add_to_end: bool = false, label: String = "")

void

add_property_editor_for_multiple_properties(label: String, properties: PackedStringArray, editor: Control)


Method Descriptions

bool _can_handle(object: Object) virtual const 🔗

Returns true if this object can be handled by this plugin.


void _parse_begin(object: Object) virtual 🔗

Called to allow adding controls at the beginning of the property list for object.


void _parse_category(object: Object, category: String) virtual 🔗

Called to allow adding controls at the beginning of a category in the property list for object.


void _parse_end(object: Object) virtual 🔗

Called to allow adding controls at the end of the property list for object.


void _parse_group(object: Object, group: String) virtual 🔗

Called to allow adding controls at the beginning of a group or a sub-group in the property list for object.


bool _parse_property(object: Object, type: Variant.Type, name: String, hint_type: PropertyHint, hint_string: String, usage_flags: BitField[PropertyUsageFlags], wide: bool) virtual 🔗

Called to allow adding property-specific editors to the property list for object. The added editor control must extend EditorProperty. Returning true removes the built-in editor for this property, otherwise allows to insert a custom editor before the built-in one.


void add_custom_control(control: Control) 🔗

Adds a custom control, which is not necessarily a property editor.


void add_property_editor(property: String, editor: Control, add_to_end: bool = false, label: String = "") 🔗

Adds a property editor for an individual property. The editor control must extend EditorProperty.

There can be multiple property editors for a property. If add_to_end is true, this newly added editor will be displayed after all the other editors of the property whose add_to_end is false. For example, the editor uses this parameter to add an "Edit Region" button for Sprite2D.region_rect below the regular Rect2 editor.

label can be used to choose a custom label for the property editor in the inspector. If left empty, the label is computed from the name of the property instead.


void add_property_editor_for_multiple_properties(label: String, properties: PackedStringArray, editor: Control) 🔗

Adds an editor that allows modifying multiple properties. The editor control must extend EditorProperty.