/** * 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 [Sprite] then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow. * * **Note:** This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_inspector]. * */ declare class EditorInspector extends ScrollContainer { /** * 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 [Sprite] then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow. * * **Note:** This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_inspector]. * */ new(): EditorInspector; static "new"(): EditorInspector /** * Refreshes the inspector. * * **Note:** To save on CPU resources, calling this method will do nothing if the time specified in `docks/property_editor/auto_refresh_interval` editor setting hasn't passed yet since this method was last called. (By default, this interval is set to 0.3 seconds.) * */ refresh(): void; connect>(signal: T, method: SignalFunction): number; /** * Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree inspector. * */ $object_id_selected: Signal<(id: int) => void> /** * Emitted when a property is edited in the inspector. * */ $property_edited: Signal<(property: string) => void> /** * Emitted when a property is keyed in the inspector. Properties can be keyed by clicking the "key" icon next to a property when the Animation panel is toggled. * */ $property_keyed: Signal<(property: string) => void> /** * Emitted when a property is selected in the inspector. * */ $property_selected: Signal<(property: string) => void> /** * Emitted when a boolean property is toggled in the inspector. * * **Note:** This signal is never emitted if the internal `autoclear` property enabled. Since this property is always enabled in the editor inspector, this signal is never emitted by the editor itself. * */ $property_toggled: Signal<(property: string, checked: boolean) => void> /** * Emitted when a resource is selected in the inspector. * */ $resource_selected: Signal<(res: Object, prop: string) => void> /** * Emitted when a property that requires a restart to be applied is edited in the inspector. This is only used in the Project Settings and Editor Settings. * */ $restart_requested: Signal<() => void> }