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 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.
Setting up your plugin¶
Create a new empty plugin to get started.
See also
See 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 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 instance()
.
# 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)
// 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 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 Object and must
return true
if this plugin should handle the object or its properties.
Note
This includes any 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 EditorProperty-based controls.
# 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, 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
// 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 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 EditorProperty:
You must define the
_init()
method to set up the control nodes' structure.You should implement the
_update_property()
to handle changes to the data from the outside.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.
# 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)
// 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 SpinBox control for integers with a Button that generates random values.