Inheritance #
- AudioServer
- CameraServer
- ClassDB
- DisplayServer
- EditorFileSystemDirectory
- EditorInterface
- EditorPaths
- EditorSelection
- EditorUndoRedoManager
- EditorVCSInterface
- Engine
- EngineDebugger
- FramebufferCacheRD
- GDExtensionManager
- Geometry2D
- Geometry3D
- IP
- Input
- InputMap
- JNISingleton
- JSONRPC
- JavaClassWrapper
- JavaScriptBridge
- MainLoop (1)
- Marshalls
- MovieWriter
- NativeMenu
- NavigationMeshGenerator
- NavigationServer2D
- NavigationServer3D
- Node (21)
- OS
- OpenXRExtensionWrapperExtension
- OpenXRInteractionProfileMetadata
- Performance
- PhysicsDirectBodyState2D (1)
- PhysicsDirectBodyState3D (1)
- PhysicsDirectSpaceState2D (1)
- PhysicsDirectSpaceState3D (1)
- PhysicsServer2D (1)
- PhysicsServer2DManager
- PhysicsServer3D (1)
- PhysicsServer3DManager
- PhysicsServer3DRendering
ServerHandler
- ProjectSettings
- RefCounted (121)
- RenderData (2)
- RenderSceneData (2)
- RenderingDevice
- RenderingServer
- ResourceLoader
- ResourceSaver
- ResourceUID
- ScriptLanguage (1)
- ShaderIncludeDB
- TextServerManager
- ThemeDB
- TileData
- Time
- TranslationServer
- TreeItem
- UndoRedo
- UniformSetCacheRD
- WorkerThreadPool
- XRServer
- XRVRS
- AnimationMixer (2)
- AudioStreamPlayer
- CanvasItem (2)
- CanvasLayer (1)
- EditorFileSystem
- EditorPlugin (1)
- EditorResourcePreview
- HTTPRequest
- InstancePlaceholder
- MissingNode
- MultiplayerSpawner
- MultiplayerSynchronizer
- NavigationAgent2D
- NavigationAgent3D
- Node3D (31)
- ResourcePreloader
- ShaderGlobalsOverride
- StatusIndicator
- Timer
- Viewport (2)
- WorldEnvironment
- BaseButton (3)
- ColorRect
- Container (13)
- GraphEdit
- ItemList
- Label
- LineEdit
- MenuBar
- NinePatchRect
- Panel
- Range (6)
- ReferenceRect
- RichTextLabel
- Separator (2)
- TabBar
- TextEdit (1)
- TextureRect
- Tree
- VideoStreamPlayer
Table of contents
-
var editing_integer: bool = false -
var flat: bool = false -
var focus_mode = FOCUS_ALL -
var hide_slider: bool = false -
var label: String = "" -
var read_only: bool = false -
var size_flags_vertical = SIZE_FILL -
var step: float = 1.0 -
var suffix: String = "" -
signal grabbed() -
signal ungrabbed() -
signal updown_pressed() -
signal value_focus_entered() -
signal value_focus_exited() -
self["theme_override_icons/updown"] = icon as Texture2D -
self["theme_override_icons/updown_disabled"] = icon as Texture2D
EditorSpinSlider #
is_instantiable, Node, editor, not_builtin_classes
Godot editor's control for editing numeric values.
This Control node is used in the editor's Inspector dock to allow editing of numeric values. Can be used with EditorInspectorPlugin to recreate the same behavior.
If the Range.step value is 1, the EditorSpinSlider will display up/down arrows, similar to SpinBox. If the Range.step value is not 1, a slider will be displayed instead.
Members #
var editing_integer: bool = false#
If true, the EditorSpinSlider is considered to be editing an integer value. If false, the EditorSpinSlider is considered to be editing a floating-point value. This is used to determine whether a slider should be drawn. The slider is only drawn for floats; integers use up-down arrows similar to SpinBox instead.
var flat: bool = false#
If true, the slider will not draw background.
var focus_mode = FOCUS_ALL#
var hide_slider: bool = false#
If true, the slider and up/down arrows are hidden.
var label: String = ""#
The text that displays to the left of the value.
var read_only: bool = false#
If true, the slider can't be interacted with.
var size_flags_vertical = SIZE_FILL#
var step: float = 1.0#
var suffix: String = ""#
The suffix to display after the value (in a faded color). This should generally be a plural word. You may have to use an abbreviation if the suffix is too long to be displayed.
Methods #
Annotations #
Constants #
Constructors #
Enums #
Operators #
Signals #
signal grabbed()#
Emitted when the spinner/slider is grabbed.
signal ungrabbed()#
Emitted when the spinner/slider is ungrabbed.
signal updown_pressed()#
Emitted when the updown button is pressed.
signal value_focus_entered()#
Emitted when the value form gains focus.
signal value_focus_exited()#
Emitted when the value form loses focus.
Theme Items #
self["theme_override_icons/updown"] = icon as Texture2D#
Single texture representing both the up and down buttons.
self["theme_override_icons/updown_disabled"] = icon as Texture2D#
Single texture representing both the up and down buttons, when the control is readonly or disabled.