Class EditorInspector
- Namespace
- Godot
- Assembly
- GodotSharpEditor.dll
This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the EditorInspector used in the editor's Inspector dock, use GetInspector().
EditorInspector will show properties in the same order as the array returned by GetPropertyList().
If a property's name is path-like (i.e. if it contains forward slashes), EditorInspector will create nested sections for "directories" along the path. For example, if a property is named highlighting/gdscript/node_path_color
, it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section.
If a property has Group usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. EditorInspector will create a top-level section for each group. For example, if a property with group usage is named Collide With
and its hint string is collide_with_
, a subsequent collide_with_area
property will be shown as "Area" inside the "Collide With" section. There is also a special case: when the hint string contains the name of a property, that property is grouped too. This is mainly to help grouping properties like font
, font_color
and font_size
(using the hint string font_
).
If a property has Subgroup usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup.
Note: Unlike sections created from path-like property names, EditorInspector won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names.
public class EditorInspector : ScrollContainer, IDisposable
- Inheritance
-
EditorInspector
- Implements
- Inherited Members
Constructors
EditorInspector()
public EditorInspector()
Methods
GetEditedObject()
Returns the object currently selected in this inspector.
public GodotObject GetEditedObject()
Returns
GetSelectedPath()
Gets the path of the currently selected property.
public string GetSelectedPath()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
Events
EditedObjectChanged
Emitted when the object being edited by the inspector has changed.
public event Action EditedObjectChanged
Event Type
ObjectIdSelected
Emitted when the Edit button of an GodotObject has been pressed in the inspector. This is mainly used in the remote scene tree Inspector.
public event EditorInspector.ObjectIdSelectedEventHandler ObjectIdSelected
Event Type
PropertyDeleted
Emitted when a property is removed from the inspector.
public event EditorInspector.PropertyDeletedEventHandler PropertyDeleted
Event Type
PropertyEdited
Emitted when a property is edited in the inspector.
public event EditorInspector.PropertyEditedEventHandler PropertyEdited
Event Type
PropertyKeyed
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.
public event EditorInspector.PropertyKeyedEventHandler PropertyKeyed
Event Type
PropertySelected
Emitted when a property is selected in the inspector.
public event EditorInspector.PropertySelectedEventHandler PropertySelected
Event Type
PropertyToggled
Emitted when a boolean property is toggled in the inspector.
Note: This signal is never emitted if the internal autoclear
property enabled. Since this property is always enabled in the editor inspector, this signal is never emitted by the editor itself.
public event EditorInspector.PropertyToggledEventHandler PropertyToggled
Event Type
ResourceSelected
Emitted when a resource is selected in the inspector.
public event EditorInspector.ResourceSelectedEventHandler ResourceSelected
Event Type
RestartRequested
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.
public event Action RestartRequested