Documentation
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Overview ¶
EditorInspectorPlugin allows adding custom property editors to EditorInspector.
When an object is edited, the CanHandle function is called and must return true if the object type is supported.
If supported, the function ParseBegin will be called, allowing to place custom controls at the beginning of the class.
Subsequently, the ParseCategory and ParseProperty are called for every category and property. They offer the ability to add custom controls to the inspector too.
Finally, ParseEnd will be called.
On each of these calls, the "add" functions can be called.
To use EditorInspectorPlugin, register it using the EditorPlugin.AddInspectorPlugin method first.
Index ¶
- type Advanced
- type Any
- type Expanded
- type Extension
- type ID
- type Implementation
- type Instance
- func (self Instance) AddCustomControl(control Control.Instance)
- func (self Instance) AddPropertyEditor(property string, editor Control.Instance)
- func (self Instance) AddPropertyEditorForMultipleProperties(label string, properties []string, editor Control.Instance)
- func (self Instance) AsEditorInspectorPlugin() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) ID() ID
- func (self Instance) MoreArgs() MoreArgs
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) Virtual(name string) reflect.Value
- type Interface
- type MoreArgs
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this [Extension]See Interface for methods that can be overridden by T.
func (*Extension[T]) AsEditorInspectorPlugin ¶
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type Instance ¶
type Instance [1]gdclass.EditorInspectorPlugin
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddCustomControl ¶
Adds a custom control, which is not necessarily a property editor.
func (Instance) AddPropertyEditor ¶
Adds a property editor for an individual property. The 'editor' control must extend EditorProperty.
There can be multiple property editors for a property. If 'add_to_end' is true, this newly added editor will be displayed after all the other editors of the property whose 'add_to_end' is false. For example, the editor uses this parameter to add an "Edit Region" button for Sprite2D.RegionRect below the regular Rect2.PositionSize editor.
'label' can be used to choose a custom label for the property editor in the inspector. If left empty, the label is computed from the name of the property instead.
func (Instance) AddPropertyEditorForMultipleProperties ¶
func (self Instance) AddPropertyEditorForMultipleProperties(label string, properties []string, editor Control.Instance)
Adds an editor that allows modifying multiple properties. The 'editor' control must extend EditorProperty.
func (Instance) AsEditorInspectorPlugin ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
type Interface ¶
type Interface interface { // Returns true if this object can be handled by this plugin. CanHandle(obj Object.Instance) bool // Called to allow adding controls at the beginning of the property list for 'object'. ParseBegin(obj Object.Instance) // Called to allow adding controls at the beginning of a category in the property list for 'object'. ParseCategory(obj Object.Instance, category string) // Called to allow adding controls at the beginning of a group or a sub-group in the property list for 'object'. ParseGroup(obj Object.Instance, group string) // Called to allow adding property-specific editors to the property list for 'object'. The added editor control must extend [EditorProperty]. Returning true removes the built-in editor for this property, otherwise allows to insert a custom editor before the built-in one. // // [EditorProperty]: https://pkg.go.dev/graphics.gd/classdb/EditorProperty ParseProperty(obj Object.Instance, atype variant.Type, name string, hint_type ClassDB.PropertyHint, hint_string string, usage_flags ClassDB.PropertyUsageFlags, wide bool) bool // Called to allow adding controls at the end of the property list for 'object'. ParseEnd(obj Object.Instance) }
type MoreArgs ¶
type MoreArgs [1]gdclass.EditorInspectorPlugin
MoreArgs is a container for Instance functions with additional 'optional' arguments.
func (MoreArgs) AddPropertyEditor ¶
func (self MoreArgs) AddPropertyEditor(property string, editor Control.Instance, add_to_end bool, label string)
Adds a property editor for an individual property. The 'editor' control must extend EditorProperty.
There can be multiple property editors for a property. If 'add_to_end' is true, this newly added editor will be displayed after all the other editors of the property whose 'add_to_end' is false. For example, the editor uses this parameter to add an "Edit Region" button for Sprite2D.RegionRect below the regular Rect2.PositionSize editor.
'label' can be used to choose a custom label for the property editor in the inspector. If left empty, the label is computed from the name of the property instead.