pandemonium_engine_docs/usage/plugins/editor/inspector_plugins.md

198 lines
6.4 KiB
Markdown
Raw Normal View History

2023-01-12 20:49:14 +01:00
Inspector plugins
=================
The inspector dock allows you to create custom widgets to edit properties
through plugins. This can be beneficial when working with custom datatypes and
resources, although you can use the feature to change the inspector widgets for
built-in types. You can design custom controls for specific properties, entire
objects, and even separate controls associated with particular datatypes.
2023-01-12 19:32:38 +01:00
This guide explains how to use the `EditorInspectorPlugin` and
`EditorProperty` classes to create a custom interface for integers,
replacing the default behavior with a button that generates random values
between 0 and 99.
2023-01-12 20:16:00 +01:00
.. figure:: img/inspector_plugin_example.png)
:align: center
The default behavior on the left and the end result on the right.
Setting up your plugin
----------------------
Create a new empty plugin to get started.
2023-01-12 20:55:57 +01:00
See also:
See `doc_making_plugins` guide to set up your new plugin.
2023-01-12 19:43:03 +01:00
Let's assume you've called your plugin folder `my_inspector_plugin`. If so,
you should end up with a new `addons/my_inspector_plugin` folder that contains
two files: `plugin.cfg` and `plugin.gd`.
2023-01-12 19:43:03 +01:00
As before, `plugin.gd` is a script extending `EditorPlugin` and you
2023-01-12 20:57:31 +01:00
need to introduce new code for its `enter_tree` and `exit_tree` methods.
To set up your inspector plugin, you must load its script, then create and add
2023-01-12 19:43:03 +01:00
the instance by calling `add_inspector_plugin()`. If the plugin is disabled,
you should remove the instance you have added by calling
2023-01-12 19:43:03 +01:00
`remove_inspector_plugin()`.
2023-01-12 20:55:57 +01:00
Note:
Here, you are loading a script and not a packed scene. Therefore you
2023-01-12 19:43:03 +01:00
should use `new()` instead of `instance()`.
2023-01-12 18:31:02 +01:00
gdscript GDScript
2023-01-12 18:31:02 +01:00
```
# plugin.gd
tool
extends EditorPlugin
var plugin
func _enter_tree():
plugin = preload("res://addons/my_inspector_plugin/MyInspectorPlugin.gd").new()
add_inspector_plugin(plugin)
func _exit_tree():
remove_inspector_plugin(plugin)
2023-01-12 18:31:02 +01:00
```
Interacting with the inspector
------------------------------
2023-01-12 19:43:03 +01:00
To interact with the inspector dock, your `MyInspectorPlugin.gd` script must
2023-01-12 19:32:38 +01:00
extend the `EditorInspectorPlugin` class. This class provides several
virtual methods that affect how the inspector handles properties.
2023-01-12 19:43:03 +01:00
To have any effect at all, the script must implement the `can_handle()`
2023-01-12 19:32:38 +01:00
method. This function is called for each edited `Object` and must
2023-01-12 19:43:03 +01:00
return `true` if this plugin should handle the object or its properties.
2023-01-12 20:55:57 +01:00
Note:
This includes any `Resource` attached to the object.
You can implement four other methods to add controls to the inspector at
2023-01-12 19:43:03 +01:00
specific positions. The `parse_begin()` and `parse_end()` methods are called
only once at the beginning and the end of parsing for each object, respectively.
They can add controls at the top or bottom of the inspector layout by calling
2023-01-12 19:43:03 +01:00
`add_custom_control()`.
2023-01-12 19:43:03 +01:00
As the editor parses the object, it calls the `parse_category()` and
`parse_property()` methods. There, in addition to `add_custom_control()`,
you can call both `add_property_editor()` and
`add_property_editor_for_multiple_properties()`. Use these last two methods to
2023-01-12 19:32:38 +01:00
specifically add `EditorProperty`-based controls.
2023-01-12 18:31:02 +01:00
gdscript GDScript
2023-01-12 18:31:02 +01:00
```
# MyInspectorPlugin.gd
extends EditorInspectorPlugin
var RandomIntEditor = preload("res://addons/my_inspector_plugin/RandomIntEditor.gd")
func can_handle(object):
# We support all objects in this example.
return true
func parse_property(object, type, path, hint, hint_text, usage):
# We handle properties of type integer.
if type == TYPE_INT:
# Create an instance of the custom property editor and register
# it to a specific property path.
add_property_editor(path, RandomIntEditor.new())
# Inform the editor to remove the default property editor for
# this property type.
return true
else:
return false
2023-01-12 18:31:02 +01:00
```
Adding an interface to edit properties
--------------------------------------
2023-01-12 19:32:38 +01:00
The `EditorProperty` class is a special type of `Control`
that can interact with the inspector dock's edited objects. It doesn't display
anything but can house any other control nodes, including complex scenes.
There are three essential parts to the script extending
2023-01-12 19:32:38 +01:00
`EditorProperty`:
2023-01-12 20:57:31 +01:00
1. You must define the `init()` method to set up the control nodes'
structure.
2023-01-12 19:43:03 +01:00
2. You should implement the `update_property()` to handle changes to the data
from the outside.
3. A signal must be emitted at some point to inform the inspector that the
2023-01-12 19:43:03 +01:00
control has changed the property using `emit_changed`.
2023-01-12 19:43:03 +01:00
You can display your custom widget in two ways. Use just the default `add_child()`
method to display it to the right of the property name, and use `add_child()`
followed by `set_bottom_editor()` to position it below the name.
2023-01-12 18:31:02 +01:00
gdscript GDScript
2023-01-12 18:31:02 +01:00
```
# RandomIntEditor.gd
extends EditorProperty
# The main control for editing the property.
var property_control = Button.new()
# An internal value of the property.
var current_value = 0
# A guard against internal changes when the property is updated.
var updating = false
func _init():
# Add the control as a direct child of EditorProperty node.
add_child(property_control)
# Make sure the control is able to retain the focus.
add_focusable(property_control)
# Setup the initial state and connect to the signal to track changes.
refresh_control_text()
property_control.connect("pressed", self, "_on_button_pressed")
func _on_button_pressed():
# Ignore the signal if the property is currently being updated.
if (updating):
return
# Generate a new random integer between 0 and 99.
current_value = randi() % 100
refresh_control_text()
emit_changed(get_edited_property(), current_value)
func update_property():
# Read the current value from the property.
var new_value = get_edited_object()[get_edited_property()]
if (new_value == current_value):
return
# Update the control with the new value.
updating = true
current_value = new_value
refresh_control_text()
updating = false
func refresh_control_text():
property_control.text = "Value: " + str(current_value)
2023-01-12 18:31:02 +01:00
```
Using the example code above you should be able to make a custom widget that
2023-01-12 19:32:38 +01:00
replaces the default `SpinBox` control for integers with a
`Button` that generates random values.