godot/doc/classes/EditorInspectorPlugin.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorInspectorPlugin" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Plugin for adding custom property editors on the inspector.
</brief_description>
<description>
[EditorInspectorPlugin] allows adding custom property editors to [EditorInspector].
When an object is edited, the [method _can_handle] function is called and must return [code]true[/code] if the object type is supported.
If supported, the function [method _parse_begin] will be called, allowing to place custom controls at the beginning of the class.
Subsequently, the [method _parse_category] and [method _parse_property] are called for every category and property. They offer the ability to add custom controls to the inspector too.
Finally, [method _parse_end] will be called.
On each of these calls, the "add" functions can be called.
To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first.
</description>
<tutorials>
<link title="Inspector plugins">$DOCS_URL/tutorials/plugins/editor/inspector_plugins.html</link>
</tutorials>
<methods>
<method name="_can_handle" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="object" type="Object" />
<description>
Returns [code]true[/code] if this object can be handled by this plugin.
</description>
</method>
<method name="_parse_begin" qualifiers="virtual">
<return type="void" />
<param index="0" name="object" type="Object" />
<description>
Called to allow adding controls at the beginning of the property list for [param object].
</description>
</method>
<method name="_parse_category" qualifiers="virtual">
<return type="void" />
<param index="0" name="object" type="Object" />
<param index="1" name="category" type="String" />
<description>
Called to allow adding controls at the beginning of a category in the property list for [param object].
</description>
</method>
<method name="_parse_end" qualifiers="virtual">
<return type="void" />
<param index="0" name="object" type="Object" />
<description>
Called to allow adding controls at the end of the property list for [param object].
</description>
</method>
<method name="_parse_group" qualifiers="virtual">
<return type="void" />
<param index="0" name="object" type="Object" />
<param index="1" name="group" type="String" />
<description>
Called to allow adding controls at the beginning of a group or a sub-group in the property list for [param object].
</description>
</method>
<method name="_parse_property" qualifiers="virtual">
<return type="bool" />
<param index="0" name="object" type="Object" />
<param index="1" name="type" type="int" enum="Variant.Type" />
<param index="2" name="name" type="String" />
<param index="3" name="hint_type" type="int" enum="PropertyHint" />
<param index="4" name="hint_string" type="String" />
<param index="5" name="usage_flags" type="int" enum="PropertyUsageFlags" is_bitfield="true" />
<param index="6" name="wide" type="bool" />
<description>
Called to allow adding property-specific editors to the property list for [param object]. The added editor control must extend [EditorProperty]. Returning [code]true[/code] removes the built-in editor for this property, otherwise allows to insert a custom editor before the built-in one.
</description>
</method>
<method name="add_custom_control">
<return type="void" />
<param index="0" name="control" type="Control" />
<description>
Adds a custom control, which is not necessarily a property editor.
</description>
</method>
<method name="add_property_editor">
<return type="void" />
<param index="0" name="property" type="String" />
<param index="1" name="editor" type="Control" />
<param index="2" name="add_to_end" type="bool" default="false" />
<param index="3" name="label" type="String" default="&quot;&quot;" />
<description>
Adds a property editor for an individual property. The [param editor] control must extend [EditorProperty].
There can be multiple property editors for a property. If [param add_to_end] is [code]true[/code], this newly added editor will be displayed after all the other editors of the property whose [param add_to_end] is [code]false[/code]. For example, the editor uses this parameter to add an "Edit Region" button for [member Sprite2D.region_rect] below the regular [Rect2] editor.
[param 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.
</description>
</method>
<method name="add_property_editor_for_multiple_properties">
<return type="void" />
<param index="0" name="label" type="String" />
<param index="1" name="properties" type="PackedStringArray" />
<param index="2" name="editor" type="Control" />
<description>
Adds an editor that allows modifying multiple properties. The [param editor] control must extend [EditorProperty].
</description>
</method>
</methods>
</class>