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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "EditorProperty" inherits= "Container" version= "3.4" >
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<brief_description >
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Custom control to edit properties for adding into the inspector.
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</brief_description>
<description >
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This control allows property editing for one or multiple properties into [EditorInspector]. It is added via [EditorInspectorPlugin].
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</description>
<tutorials >
</tutorials>
<methods >
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<method name= "add_focusable" >
<return type= "void" >
</return>
<argument index= "0" name= "control" type= "Control" >
</argument>
<description >
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If any of the controls added can gain keyboard focus, add it here. This ensures that focus will be restored if the inspector is refreshed.
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</description>
</method>
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<method name= "emit_changed" >
<return type= "void" >
</return>
<argument index= "0" name= "property" type= "String" >
</argument>
<argument index= "1" name= "value" type= "Variant" >
</argument>
<argument index= "2" name= "field" type= "String" default= """" >
</argument>
<argument index= "3" name= "changing" type= "bool" default= "false" >
</argument>
<description >
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If one or several properties have changed, this must be called. [code]field[/code] is used in case your editor can modify fields separately (as an example, Vector3.x). The [code]changing[/code] argument avoids the editor requesting this property to be refreshed (leave as [code]false[/code] if unsure).
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</description>
</method>
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<method name= "get_edited_object" >
<return type= "Object" >
</return>
<description >
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Gets the edited object.
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</description>
</method>
<method name= "get_edited_property" >
<return type= "String" >
</return>
<description >
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Gets the edited property. If your editor is for a single property (added via [method EditorInspectorPlugin.parse_property]), then this will return the property.
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</description>
</method>
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<method name= "get_tooltip_text" qualifiers= "const" >
<return type= "String" >
</return>
<description >
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Override if you want to allow a custom tooltip over your property.
</description>
</method>
<method name= "set_bottom_editor" >
<return type= "void" >
</return>
<argument index= "0" name= "editor" type= "Control" >
</argument>
<description >
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Adds controls with this function if you want them on the bottom (below the label).
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</description>
</method>
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<method name= "update_property" qualifiers= "virtual" >
<return type= "void" >
</return>
<description >
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When this virtual function is called, you must update your editor.
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</description>
</method>
</methods>
<members >
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<member name= "checkable" type= "bool" setter= "set_checkable" getter= "is_checkable" default= "false" >
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Used by the inspector, set to [code]true[/code] when the property is checkable.
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</member>
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<member name= "checked" type= "bool" setter= "set_checked" getter= "is_checked" default= "false" >
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Used by the inspector, set to [code]true[/code] when the property is checked.
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</member>
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<member name= "draw_red" type= "bool" setter= "set_draw_red" getter= "is_draw_red" default= "false" >
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Used by the inspector, set to [code]true[/code] when the property must draw with error color. This is used for editable children's properties.
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</member>
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<member name= "keying" type= "bool" setter= "set_keying" getter= "is_keying" default= "false" >
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Used by the inspector, set to [code]true[/code] when the property can add keys for animation.
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</member>
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<member name= "label" type= "String" setter= "set_label" getter= "get_label" default= """" >
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Set this property to change the label (if you want to show one).
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</member>
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<member name= "read_only" type= "bool" setter= "set_read_only" getter= "is_read_only" default= "false" >
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Used by the inspector, set to [code]true[/code] when the property is read-only.
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</member>
</members>
<signals >
<signal name= "multiple_properties_changed" >
<argument index= "0" name= "properties" type= "PoolStringArray" >
</argument>
<argument index= "1" name= "value" type= "Array" >
</argument>
<description >
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Emit it if you want multiple properties modified at the same time. Do not use if added via [method EditorInspectorPlugin.parse_property].
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</description>
</signal>
<signal name= "object_id_selected" >
<argument index= "0" name= "property" type= "String" >
</argument>
<argument index= "1" name= "id" type= "int" >
</argument>
<description >
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Used by sub-inspectors. Emit it if what was selected was an Object ID.
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</description>
</signal>
<signal name= "property_changed" >
<argument index= "0" name= "property" type= "String" >
</argument>
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<argument index= "1" name= "value" type= "Variant" >
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</argument>
<description >
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Do not emit this manually, use the [method emit_changed] method instead.
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</description>
</signal>
<signal name= "property_checked" >
<argument index= "0" name= "property" type= "String" >
</argument>
<argument index= "1" name= "bool" type= "String" >
</argument>
<description >
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Emitted when a property was checked. Used internally.
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</description>
</signal>
<signal name= "property_keyed" >
<argument index= "0" name= "property" type= "String" >
</argument>
<description >
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Emit it if you want to add this value as an animation key (check for keying being enabled first).
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</description>
</signal>
<signal name= "property_keyed_with_value" >
<argument index= "0" name= "property" type= "String" >
</argument>
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<argument index= "1" name= "value" type= "Variant" >
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</argument>
<description >
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Emit it if you want to key a property with a single value.
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</description>
</signal>
<signal name= "resource_selected" >
<argument index= "0" name= "path" type= "String" >
</argument>
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<argument index= "1" name= "resource" type= "Resource" >
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</argument>
<description >
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If you want a sub-resource to be edited, emit this signal with the resource.
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</description>
</signal>
<signal name= "selected" >
<argument index= "0" name= "path" type= "String" >
</argument>
<argument index= "1" name= "focusable_idx" type= "int" >
</argument>
<description >
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Emitted when selected. Used internally.
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</description>
</signal>
</signals>
<constants >
</constants>
</class>