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The second parameter of the signals `EditorInspector.property_keyed` and `EditorProperty.property_keyed_with_value` can be NIL, causing the event to fire with less arguments when using `emit_signal` that accepts Variant arguments, so we use the pointer version instead.
70 lines
3.1 KiB
XML
70 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorInspector" inherits="ScrollContainer" version="4.0">
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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 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>
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<tutorials>
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</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="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_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>
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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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<argument index="1" name="value" type="Variant" />
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<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>
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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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</class>
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