Inspector plugins

The inspector dock supports custom plugins to create your own widgets for editing properties. This tutorial explains how to use the class_EditorInspectorPlugin and class_EditorProperty classes to write such plugins with the example of creating a custom value editor.

Setup

Just like Making plugins, we start out by making a new plugin, getting a plugin.cfg file created, and start with our class_EditorPlugin. However, instead of using add_custom_node or add_control_to_dock we’ll use add_inspector_plugin.

tool extends EditorPlugin

var plugin: EditorInspectorPlugin

func _enter_tree():
    # EditorInspectorPlugin is a resource, so we use `new()` instead of `instance()`.
    plugin = preload("res://addons/MyPlugin/MyInspectorPlugin.gd").new()
    add_inspector_plugin(plugin)

func _exit_tree():
    remove_inspector_plugin(plugin)

EditorInspectorPlugin

To actually connect into the Inspector, we create a class_EditorInspectorPlugin class. This script provides the „hooks“ to the inspector. Thanks to this class, the editor will call the functions within the EditorInspectorPlugin while it goes through the process of building the UI for the inspector. The script is used to check if we should enable ourselves for any class_Object that is currently in the inspector (including any class_Resource that is embedded!).

Once enabled, EditorInspectorPlugin has methods that allow for adding class_EditorProperty nodes or just custom class_Control nodes to the beginning and end of the inspector for that class_Object, or for overriding or changing existing property editors.

# MyInspectorPlugin.gd

extends EditorInspectorPlugin

func can_handle(object):
    # Here you can specify which object types (classes) should be handled by
    # this plugin. For example if the plugin is specific to your player
    # class defined with `class_name MyPlayer`, you can do:
    # `return object is MyPlayer`
    # In this example we'll support all objects, so:
    return true

func parse_property(object, type, path, hint, hint_text, usage):
    # We will handle properties of type integer.
    if type == TYPE_INT:
        # Register *an instance* of the custom property editor that we'll define next.
        add_property_editor(path, MyIntEditor.new())
        # We return `true` to notify the inspector that we'll be handling
        # this integer property, so it doesn't need to parse other plugins
        # (including built-in ones) for an appropriate editor.
        return true
    else:
        return false

EditorProperty

Next, we define the actual class_EditorProperty custom value editor that we want instantiated to edit integers. This is a custom class_Control and we can add any kinds of additional nodes to make advanced widgets to embed in the inspector.

# MyIntEditor.gd
extends EditorProperty
class_name MyIntEditor

var updating = false
var spin = EditorSpinSlider.new()

func _init():
   # We'll add an EditorSpinSlider control, which is the same that the
   # inspector already uses for integer and float edition.
   # If you want to put the editor below the property name, use:
   # `set_bottom_editor(spin)`
   # Otherwise to put it inline with the property name use:
   add_child(spin)
   # To remember focus when selected back:
   add_focusable(spin)
   # Setup the EditorSpinSlider
   spin.set_min(0)
   spin.set_max(1000)
   spin.connect("value_changed", self, "_spin_changed")

func _spin_changed(value):
    if (updating):
        return
    emit_changed(get_edited_property(), value)

func update_property():
    var new_value = get_edited_object()[get_edited_property()]
    updating = true
    spin.set_value(new_value)
    updating = false