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.
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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¶
_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 |
_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.