mirror of
https://github.com/Relintai/pandemonium_engine.git
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145 lines
6.3 KiB
XML
145 lines
6.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorProperty" inherits="Container" version="4.3">
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<brief_description>
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Custom control to edit properties for adding into the inspector.
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</brief_description>
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<description>
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This control allows property editing for one or multiple properties into [EditorInspector]. It is added via [EditorInspectorPlugin].
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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="add_focusable">
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<return type="void" />
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<argument index="0" name="control" type="Control" />
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<description>
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If any of the controls added can gain keyboard focus, add it here. This ensures that focus will be restored if the inspector is refreshed.
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</description>
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</method>
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<method name="emit_changed">
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<return type="void" />
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<argument index="0" name="property" type="StringName" />
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<argument index="1" name="value" type="Variant" />
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<argument index="2" name="field" type="StringName" default="@""" />
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<argument index="3" name="changing" type="bool" default="false" />
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<description>
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If one or several properties have changed, this must be called. [code]field[/code] is used in case your editor can modify fields separately (as an example, Vector3.x). The [code]changing[/code] argument avoids the editor requesting this property to be refreshed (leave as [code]false[/code] if unsure).
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</description>
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</method>
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<method name="get_edited_object">
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<return type="Object" />
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<description>
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Gets the edited object.
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</description>
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</method>
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<method name="get_edited_property">
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<return type="StringName" />
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<description>
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Gets the edited property. If your editor is for a single property (added via [method EditorInspectorPlugin.parse_property]), then this will return the property.
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</description>
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</method>
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<method name="set_bottom_editor">
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<return type="void" />
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<argument index="0" name="editor" type="Control" />
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<description>
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Puts the [code]editor[/code] control below the property label. The control must be previously added using [method Node.add_child].
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</description>
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</method>
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<method name="update_property" qualifiers="virtual">
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<return type="void" />
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<description>
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When this virtual function is called, you must update your editor.
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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="checkable" type="bool" setter="set_checkable" getter="is_checkable" default="false">
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Used by the inspector, set to [code]true[/code] when the property is checkable.
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</member>
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<member name="checked" type="bool" setter="set_checked" getter="is_checked" default="false">
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Used by the inspector, set to [code]true[/code] when the property is checked.
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</member>
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<member name="draw_red" type="bool" setter="set_draw_red" getter="is_draw_red" default="false">
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Used by the inspector, set to [code]true[/code] when the property is drawn with the editor theme's warning color. This is used for editable children's properties.
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</member>
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<member name="keying" type="bool" setter="set_keying" getter="is_keying" default="false">
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Used by the inspector, set to [code]true[/code] when the property can add keys for animation.
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</member>
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<member name="label" type="String" setter="set_label" getter="get_label" default="""">
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Set this property to change the label (if you want to show one).
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</member>
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<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false">
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Used by the inspector, set to [code]true[/code] when the property is read-only.
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</member>
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</members>
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<signals>
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<signal name="multiple_properties_changed">
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<argument index="0" name="properties" type="PoolStringArray" />
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<argument index="1" name="value" type="Array" />
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<description>
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Emit it if you want multiple properties modified at the same time. Do not use if added via [method EditorInspectorPlugin.parse_property].
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</description>
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</signal>
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<signal name="object_id_selected">
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<argument index="0" name="property" type="StringName" />
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<argument index="1" name="id" type="int" />
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<description>
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Used by sub-inspectors. Emit it if what was selected was an Object ID.
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</description>
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</signal>
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<signal name="property_changed">
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<argument index="0" name="property" type="StringName" />
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<argument index="1" name="value" type="Variant" />
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<argument index="2" name="field" type="String" />
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<argument index="3" name="changing" type="bool" />
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<description>
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Do not emit this manually, use the [method emit_changed] method instead.
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</description>
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</signal>
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<signal name="property_checked">
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<argument index="0" name="property" type="StringName" />
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<argument index="1" name="checked" type="bool" />
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<description>
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Emitted when a property was checked. Used internally.
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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="StringName" />
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<description>
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Emit it if you want to add this value as an animation key (check for keying being enabled first).
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</description>
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</signal>
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<signal name="property_keyed_with_value">
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<argument index="0" name="property" type="StringName" />
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<argument index="1" name="value" type="Variant" />
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<description>
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Emit it if you want to key a property with a single value.
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</description>
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</signal>
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<signal name="property_pinned">
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<argument index="0" name="property" type="String" />
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<argument index="1" name="pinned" type="bool" />
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<description>
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Emit it if you want to mark (or unmark) the value of a property for being saved regardless of being equal to the default value.
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The default value is the one the property will get when the node is just instantiated and can come from an ancestor scene in the inheritance/instancing chain, a script or a builtin class.
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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="path" type="String" />
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<argument index="1" name="resource" type="Resource" />
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<description>
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If you want a sub-resource to be edited, emit this signal with the resource.
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</description>
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</signal>
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<signal name="selected">
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<argument index="0" name="path" type="String" />
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<argument index="1" name="focusable_idx" type="int" />
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<description>
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Emitted when selected. Used internally.
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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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