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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "EditorInspector" inherits= "ScrollContainer" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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A tab used to edit properties of the selected node.
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</brief_description>
<description >
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The editor inspector is by default located on the right-hand side of the editor. It's used to edit the properties of the selected node. For example, you can select a node such as the Sprite2D then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow.
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_inspector].
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</description>
<tutorials >
</tutorials>
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<members >
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<member name= "horizontal_scroll_mode" type= "int" setter= "set_horizontal_scroll_mode" getter= "get_horizontal_scroll_mode" overrides= "ScrollContainer" enum= "ScrollContainer.ScrollMode" default= "0" />
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</members>
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<signals >
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<signal name= "edited_object_changed" >
<description >
Emitted when the object being edited by the inspector has changed.
</description>
</signal>
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<signal name= "object_id_selected" >
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<argument index= "0" name= "id" type= "int" />
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<description >
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Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree inspector.
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</description>
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</signal>
<signal name= "property_deleted" >
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<argument index= "0" name= "property" type= "String" />
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<description >
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Emitted when a property is removed from the inspector.
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</description>
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</signal>
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<signal name= "property_edited" >
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<argument index= "0" name= "property" type= "String" />
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<description >
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Emitted when a property is edited in the inspector.
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</description>
</signal>
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<signal name= "property_keyed" >
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<argument index= "0" name= "property" type= "String" />
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<argument index= "1" name= "value" type= "Variant" />
<argument index= "2" name= "advance" type= "bool" />
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<description >
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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.
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</description>
</signal>
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<signal name= "property_selected" >
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<argument index= "0" name= "property" type= "String" />
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<description >
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Emitted when a property is selected in the inspector.
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</description>
</signal>
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<signal name= "property_toggled" >
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<argument index= "0" name= "property" type= "String" />
<argument index= "1" name= "checked" type= "bool" />
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<description >
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Emitted when a boolean property is toggled in the inspector.
[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/code] property enabled. Since this property is always enabled in the editor inspector, this signal is never emitted by the editor itself.
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</description>
</signal>
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<signal name= "resource_selected" >
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<argument index= "0" name= "resource" type= "Resource" />
<argument index= "1" name= "path" type= "String" />
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<description >
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Emitted when a resource is selected in the inspector.
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</description>
</signal>
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<signal name= "restart_requested" >
<description >
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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.
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</description>
</signal>
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</signals>
</class>