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- .. _doc_inspector_plugins:
- 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.
- This guide explains how to use the :ref:`class_EditorInspectorPlugin` and
- :ref:`class_EditorProperty` classes to create a custom interface for integers,
- replacing the default behavior with a button that generates random values
- between 0 and 99.
- .. 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.
- .. seealso:: See :ref:`doc_making_plugins` guide to set up your new plugin.
- 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``.
- As before, ``plugin.gd`` is a script extending :ref:`class_EditorPlugin` and you
- 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
- the instance by calling ``add_inspector_plugin()``. If the plugin is disabled,
- you should remove the instance you have added by calling
- ``remove_inspector_plugin()``.
- .. note:: Here, you are loading a script and not a packed scene. Therefore you
- should use ``new()`` instead of ``instantiate()``.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # plugin.gd
- @tool
- extends EditorPlugin
- var plugin
- func _enter_tree():
- plugin = preload("res://addons/my_inspector_plugin/my_inspector_plugin.gd").new()
- add_inspector_plugin(plugin)
- func _exit_tree():
- remove_inspector_plugin(plugin)
- .. code-tab:: csharp
- // Plugin.cs
- #if TOOLS
- using Godot;
- [Tool]
- public partial class Plugin : EditorPlugin
- {
- private MyInspectorPlugin _plugin;
- public override void _EnterTree()
- {
- _plugin = new MyInspectorPlugin();
- AddInspectorPlugin(_plugin);
- }
- public override void _ExitTree()
- {
- RemoveInspectorPlugin(_plugin);
- }
- }
- #endif
- Interacting with the inspector
- ------------------------------
- To interact with the inspector dock, your ``my_inspector_plugin.gd`` script must
- extend the :ref:`class_EditorInspectorPlugin` class. This class provides several
- virtual methods that affect how the inspector handles properties.
- To have any effect at all, the script must implement the ``_can_handle()``
- method. This function is called for each edited :ref:`class_Object` and must
- return ``true`` if this plugin should handle the object or its properties.
- .. note:: This includes any :ref:`class_Resource` attached to the object.
- You can implement four other methods to add controls to the inspector at
- 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
- ``add_custom_control()``.
- 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
- specifically add :ref:`class_EditorProperty`-based controls.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # my_inspector_plugin.gd
- extends EditorInspectorPlugin
- var RandomIntEditor = preload("res://addons/my_inspector_plugin/random_int_editor.gd")
- func _can_handle(object):
- # We support all objects in this example.
- return true
- func _parse_property(object, type, name, hint_type, hint_string, usage_flags, wide):
- # 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(name, RandomIntEditor.new())
- # Inform the editor to remove the default property editor for
- # this property type.
- return true
- else:
- return false
- .. code-tab:: csharp
- // MyInspectorPlugin.cs
- #if TOOLS
- using Godot;
- public partial class MyInspectorPlugin : EditorInspectorPlugin
- {
- public override bool _CanHandle(GodotObject @object)
- {
- // We support all objects in this example.
- return true;
- }
- public override bool _ParseProperty(GodotObject @object, Variant.Type type,
- string name, PropertyHint hintType, string hintString,
- PropertyUsageFlags usageFlags, bool wide)
- {
- // We handle properties of type integer.
- if (type == Variant.Type.Int)
- {
- // Create an instance of the custom property editor and register
- // it to a specific property path.
- AddPropertyEditor(name, new RandomIntEditor());
- // Inform the editor to remove the default property editor for
- // this property type.
- return true;
- }
- return false;
- }
- }
- #endif
- Adding an interface to edit properties
- --------------------------------------
- The :ref:`class_EditorProperty` class is a special type of :ref:`class_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
- :ref:`class_EditorProperty`:
- 1. You must define the ``_init()`` method to set up the control nodes'
- structure.
- 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
- control has changed the property using ``emit_changed``.
- 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.
- .. FIXME: The second tab has the C# lexer for highlighting disabled for now, as the provided code causes errors.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # random_int_editor.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.pressed.connect(_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)
- .. code-tab:: csharp
- // RandomIntEditor.cs
- #if TOOLS
- using Godot;
- public partial class RandomIntEditor : EditorProperty
- {
- // The main control for editing the property.
- private Button _propertyControl = new Button();
- // An internal value of the property.
- private int _currentValue = 0;
- // A guard against internal changes when the property is updated.
- private bool _updating = false;
- public RandomIntEditor()
- {
- // Add the control as a direct child of EditorProperty node.
- AddChild(_propertyControl);
- // Make sure the control is able to retain the focus.
- AddFocusable(_propertyControl);
- // Setup the initial state and connect to the signal to track changes.
- RefreshControlText();
- _propertyControl.Pressed += OnButtonPressed;
- }
- private void OnButtonPressed()
- {
- // Ignore the signal if the property is currently being updated.
- if (_updating)
- {
- return;
- }
- // Generate a new random integer between 0 and 99.
- _currentValue = (int)GD.Randi() % 100;
- RefreshControlText();
- EmitChanged(GetEditedProperty(), _currentValue);
- }
- public override void _UpdateProperty()
- {
- // Read the current value from the property.
- var newValue = (int)GetEditedObject().Get(GetEditedProperty());
- if (newValue == _currentValue)
- {
- return;
- }
- // Update the control with the new value.
- _updating = true;
- _currentValue = newValue;
- RefreshControlText();
- _updating = false;
- }
- private void RefreshControlText()
- {
- _propertyControl.Text = $"Value: {_currentValue}";
- }
- }
- #endif
- Using the example code above you should be able to make a custom widget that
- replaces the default :ref:`class_SpinBox` control for integers with a
- :ref:`class_Button` that generates random values.
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