<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorInspector" inherits="ScrollContainer" version="3.5">
	<brief_description>
		A tab used to edit properties of the selected node.
	</brief_description>
	<description>
		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.
		[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_inspector].
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="refresh">
			<return type="void" />
			<description>
				Refreshes the inspector.
				[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.)
			</description>
		</method>
	</methods>
	<members>
		<member name="scroll_horizontal_enabled" type="bool" setter="set_enable_h_scroll" getter="is_h_scroll_enabled" overrides="ScrollContainer" default="false" />
	</members>
	<signals>
		<signal name="object_id_selected">
			<argument index="0" name="id" type="int" />
			<description>
				Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree inspector.
			</description>
		</signal>
		<signal name="property_edited">
			<argument index="0" name="property" type="String" />
			<description>
				Emitted when a property is edited in the inspector.
			</description>
		</signal>
		<signal name="property_keyed">
			<argument index="0" name="property" type="String" />
			<description>
				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.
			</description>
		</signal>
		<signal name="property_selected">
			<argument index="0" name="property" type="String" />
			<description>
				Emitted when a property is selected in the inspector.
			</description>
		</signal>
		<signal name="property_toggled">
			<argument index="0" name="property" type="String" />
			<argument index="1" name="checked" type="bool" />
			<description>
				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.
			</description>
		</signal>
		<signal name="resource_selected">
			<argument index="0" name="res" type="Object" />
			<argument index="1" name="prop" type="String" />
			<description>
				Emitted when a resource is selected in the inspector.
			</description>
		</signal>
		<signal name="restart_requested">
			<description>
				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.
			</description>
		</signal>
	</signals>
	<constants>
	</constants>
</class>
