godot/doc/classes/EditorProperty.xml
reduz b7c41f9ba1 Add ability to export Node pointers as NodePaths
This PR implements:
* A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string.
* The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path.
* When scene is saved, the node path is saved, then restored as a pointer.

NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid.

Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language.
Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path).
Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
2022-06-25 15:50:15 +02:00

161 lines
7.0 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorProperty" inherits="Container" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Custom control to edit properties for adding into the inspector.
</brief_description>
<description>
This control allows property editing for one or multiple properties into [EditorInspector]. It is added via [EditorInspectorPlugin].
</description>
<tutorials>
</tutorials>
<methods>
<method name="_update_property" qualifiers="virtual">
<return type="void" />
<description>
When this virtual function is called, you must update your editor.
</description>
</method>
<method name="add_focusable">
<return type="void" />
<argument index="0" name="control" type="Control" />
<description>
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.
</description>
</method>
<method name="emit_changed">
<return type="void" />
<argument index="0" name="property" type="StringName" />
<argument index="1" name="value" type="Variant" />
<argument index="2" name="field" type="StringName" default="&amp;&quot;&quot;" />
<argument index="3" name="changing" type="bool" default="false" />
<description>
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).
</description>
</method>
<method name="get_edited_object">
<return type="Object" />
<description>
Gets the edited object.
</description>
</method>
<method name="get_edited_property" qualifiers="const">
<return type="StringName" />
<description>
Gets the edited property. If your editor is for a single property (added via [method EditorInspectorPlugin._parse_property]), then this will return the property.
</description>
</method>
<method name="get_tooltip_text" qualifiers="const">
<return type="String" />
<description>
Must be implemented to provide a custom tooltip to the property editor.
</description>
</method>
<method name="set_bottom_editor">
<return type="void" />
<argument index="0" name="editor" type="Control" />
<description>
Puts the [code]editor[/code] control below the property label. The control must be previously added using [method Node.add_child].
</description>
</method>
<method name="update_property">
<return type="void" />
<description>
</description>
</method>
</methods>
<members>
<member name="checkable" type="bool" setter="set_checkable" getter="is_checkable" default="false">
Used by the inspector, set to [code]true[/code] when the property is checkable.
</member>
<member name="checked" type="bool" setter="set_checked" getter="is_checked" default="false">
Used by the inspector, set to [code]true[/code] when the property is checked.
</member>
<member name="deletable" type="bool" setter="set_deletable" getter="is_deletable" default="false">
Used by the inspector, set to [code]true[/code] when the property can be deleted by the user.
</member>
<member name="draw_warning" type="bool" setter="set_draw_warning" getter="is_draw_warning" default="false">
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.
</member>
<member name="keying" type="bool" setter="set_keying" getter="is_keying" default="false">
Used by the inspector, set to [code]true[/code] when the property can add keys for animation.
</member>
<member name="label" type="String" setter="set_label" getter="get_label" default="&quot;&quot;">
Set this property to change the label (if you want to show one).
</member>
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false">
Used by the inspector, set to [code]true[/code] when the property is read-only.
</member>
</members>
<signals>
<signal name="multiple_properties_changed">
<argument index="0" name="properties" type="PackedStringArray" />
<argument index="1" name="value" type="Array" />
<description>
Emit it if you want multiple properties modified at the same time. Do not use if added via [method EditorInspectorPlugin._parse_property].
</description>
</signal>
<signal name="object_id_selected">
<argument index="0" name="property" type="StringName" />
<argument index="1" name="id" type="int" />
<description>
Used by sub-inspectors. Emit it if what was selected was an Object ID.
</description>
</signal>
<signal name="property_changed">
<argument index="0" name="property" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
Do not emit this manually, use the [method emit_changed] method instead.
</description>
</signal>
<signal name="property_checked">
<argument index="0" name="property" type="StringName" />
<argument index="1" name="checked" type="bool" />
<description>
Emitted when a property was checked. Used internally.
</description>
</signal>
<signal name="property_deleted">
<argument index="0" name="property" type="StringName" />
<description>
Emitted when a property was deleted. Used internally.
</description>
</signal>
<signal name="property_keyed">
<argument index="0" name="property" type="StringName" />
<description>
Emit it if you want to add this value as an animation key (check for keying being enabled first).
</description>
</signal>
<signal name="property_keyed_with_value">
<argument index="0" name="property" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
Emit it if you want to key a property with a single value.
</description>
</signal>
<signal name="property_pinned">
<argument index="0" name="property" type="StringName" />
<argument index="1" name="pinned" type="bool" />
<description>
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.
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.
</description>
</signal>
<signal name="resource_selected">
<argument index="0" name="path" type="String" />
<argument index="1" name="resource" type="Resource" />
<description>
If you want a sub-resource to be edited, emit this signal with the resource.
</description>
</signal>
<signal name="selected">
<argument index="0" name="path" type="String" />
<argument index="1" name="focusable_idx" type="int" />
<description>
Emitted when selected. Used internally.
</description>
</signal>
</signals>
</class>