Inheritance #

RefCounted

- AESContext
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- EditorExportPlugin
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- EditorInspectorPlugin
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- EditorSceneFormatImporter (4)
- EditorScenePostImport
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- EditorScript
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- SurfaceTool
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- Thread
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- UPNP
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- WeakRef
- WebRTCPeerConnection (1)
- XMLParser
- XRInterface (4)
- XRPose
- XRTracker (2)
- ZIPPacker
- ZIPReader
EditorInspectorPlugin

Table of contents

EditorInspectorPlugin #

is_refcounted, is_instantiable, editor, not_builtin_classes

Plugin for adding custom property editors on the inspector.

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.

Members #

Methods #

virtual const func _can_handle(object: Object) -> bool#

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

virtual func _parse_begin(object: Object) -> void#

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

virtual func _parse_category(category: String) -> void#

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

virtual func _parse_end(object: Object) -> void#

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

virtual func _parse_group(group: String) -> void#

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

virtual func _parse_property(wide: bool) -> bool#

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.

func add_custom_control(control: Control) -> void#

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

func add_property_editor(label: String = "") -> void#

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.

func add_property_editor_for_multiple_properties(editor: Control) -> void#

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

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Enums #

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Theme Items #

Tutorials #