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85 lines
2.4 KiB
ReStructuredText
85 lines
2.4 KiB
ReStructuredText
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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the EditorInspector.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_EditorInspector:
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EditorInspector
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===============
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**Inherits:** :ref:`ScrollContainer<class_ScrollContainer>` **<** :ref:`Container<class_Container>` **<** :ref:`Control<class_Control>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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A tab used to edit properties of the selected node.
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Description
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-----------
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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 the Sprite2D then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow.
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Properties
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----------
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+-------------------------+---------------------------+------------------+
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| :ref:`bool<class_bool>` | scroll_horizontal_enabled | **O:** ``false`` |
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+-------------------------+---------------------------+------------------+
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Methods
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-------
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+------+------------------------------------------------------------------+
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| void | :ref:`refresh<class_EditorInspector_method_refresh>` **(** **)** |
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+------+------------------------------------------------------------------+
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Signals
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-------
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.. _class_EditorInspector_signal_object_id_selected:
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- **object_id_selected** **(** :ref:`int<class_int>` id **)**
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----
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.. _class_EditorInspector_signal_property_edited:
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- **property_edited** **(** :ref:`String<class_String>` property **)**
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----
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.. _class_EditorInspector_signal_property_keyed:
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- **property_keyed** **(** :ref:`String<class_String>` property **)**
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----
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.. _class_EditorInspector_signal_property_selected:
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- **property_selected** **(** :ref:`String<class_String>` property **)**
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----
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.. _class_EditorInspector_signal_property_toggled:
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- **property_toggled** **(** :ref:`String<class_String>` property, :ref:`bool<class_bool>` checked **)**
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----
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.. _class_EditorInspector_signal_resource_selected:
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- **resource_selected** **(** :ref:`Object<class_Object>` res, :ref:`String<class_String>` prop **)**
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----
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.. _class_EditorInspector_signal_restart_requested:
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- **restart_requested** **(** **)**
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Method Descriptions
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-------------------
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.. _class_EditorInspector_method_refresh:
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- void **refresh** **(** **)**
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