b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
72 lines
3.3 KiB
XML
72 lines
3.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorInspector" inherits="ScrollContainer" version="3.5" 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>
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<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 [Sprite] 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>
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<tutorials>
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</tutorials>
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<methods>
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<method name="refresh">
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<return type="void" />
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<description>
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Refreshes the inspector.
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[b]Note:[/b] To save on CPU resources, calling this method will do nothing if the time specified in [code]docks/property_editor/auto_refresh_interval[/code] editor setting hasn't passed yet since this method was last called. (By default, this interval is set to 0.3 seconds.)
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</description>
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</method>
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</methods>
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<members>
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<member name="scroll_horizontal_enabled" type="bool" setter="set_enable_h_scroll" getter="is_h_scroll_enabled" overrides="ScrollContainer" default="false" />
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</members>
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<signals>
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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>
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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>
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</signal>
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<signal name="property_keyed">
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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 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>
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</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>
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</signal>
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<signal name="property_toggled">
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<argument index="0" name="property" type="String" />
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<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.
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[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>
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</signal>
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<signal name="resource_selected">
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<argument index="0" name="res" type="Object" />
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<argument index="1" name="prop" 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>
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</signal>
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<signal name="restart_requested">
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<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>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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