EditorInspector

继承: ScrollContainer < Container < Control < CanvasItem < Node < Object

A control used to edit properties of an object.

描述

This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the EditorInspector used in the editor's Inspector dock, use EditorInterface.get_inspector.

EditorInspector will show properties in the same order as the array returned by Object.get_property_list.

If a property's name is path-like (i.e. if it contains forward slashes), EditorInspector will create nested sections for "directories" along the path. For example, if a property is named highlighting/gdscript/node_path_color, it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section.

If a property has @GlobalScope.PROPERTY_USAGE_GROUP usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. EditorInspector will create a top-level section for each group. For example, if a property with group usage is named Collide With and its hint string is collide_with_, a subsequent collide_with_area property will be shown as "Area" inside the "Collide With" section. There is also a special case: when the hint string contains the name of a property, that property is grouped too. This is mainly to help grouping properties like font, font_color and font_size (using the hint string font_).

If a property has @GlobalScope.PROPERTY_USAGE_SUBGROUP usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup.

Note: Unlike sections created from path-like property names, EditorInspector won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names.

属性

boolfollow_focus
ScrollModehorizontal_scroll_mode

方法


信号

edited_object_changed ( )

Emitted when the object being edited by the inspector has changed.


object_id_selected ( id: int )

Emitted when the Edit button of an Object has been pressed in the inspector. This is mainly used in the remote scene tree Inspector.


property_deleted ( property: String )

Emitted when a property is removed from the inspector.


property_edited ( property: String )

Emitted when a property is edited in the inspector.


property_keyed ( property: String, value: Variant, advance: bool )

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.


property_selected ( property: String )

Emitted when a property is selected in the inspector.


property_toggled ( property: String, checked: bool )

Emitted when a boolean property is toggled in the inspector.

Note: This signal is never emitted if the internal autoclear property enabled. Since this property is always enabled in the editor inspector, this signal is never emitted by the editor itself.


resource_selected ( resource: Resource, path: String )

Emitted when a resource is selected in the inspector.


restart_requested ( )

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.


方法说明

Object get_edited_object ( )

Returns the object currently selected in this inspector.


String get_selected_path ( ) const1

Gets the path of the currently selected property.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。