/** * This control allows property editing for one or multiple properties into [EditorInspector]. It is added via [EditorInspectorPlugin]. * */ declare class EditorProperty extends Container { /** * This control allows property editing for one or multiple properties into [EditorInspector]. It is added via [EditorInspectorPlugin]. * */ new(): EditorProperty; static "new"(): EditorProperty /** Used by the inspector, set to [code]true[/code] when the property is checkable. */ checkable: boolean; /** Used by the inspector, set to [code]true[/code] when the property is checked. */ checked: boolean; /** Used by the inspector, set to [code]true[/code] when the property is drawn with the editor theme's warning color. This is used for editable children's properties. */ draw_red: boolean; /** Used by the inspector, set to [code]true[/code] when the property can add keys for animation. */ keying: boolean; /** Set this property to change the label (if you want to show one). */ label: string; /** Used by the inspector, set to [code]true[/code] when the property is read-only. */ read_only: boolean; /** If any of the controls added can gain keyboard focus, add it here. This ensures that focus will be restored if the inspector is refreshed. */ add_focusable(control: Control): void; /** If one or several properties have changed, this must be called. [code]field[/code] is used in case your editor can modify fields separately (as an example, Vector3.x). The [code]changing[/code] argument avoids the editor requesting this property to be refreshed (leave as [code]false[/code] if unsure). */ emit_changed(property: string, value: any, field?: string, changing?: boolean): void; /** Gets the edited object. */ get_edited_object(): Object; /** Gets the edited property. If your editor is for a single property (added via [method EditorInspectorPlugin.parse_property]), then this will return the property. */ get_edited_property(): string; /** Must be implemented to provide a custom tooltip to the property editor. */ get_tooltip_text(): string; /** Puts the [code]editor[/code] control below the property label. The control must be previously added using [method Node.add_child]. */ set_bottom_editor(editor: Control): void; /** When this virtual function is called, you must update your editor. */ update_property(): void; connect>(signal: T, method: SignalFunction): number; /** * Emit it if you want multiple properties modified at the same time. Do not use if added via [method EditorInspectorPlugin.parse_property]. * */ $multiple_properties_changed: Signal<(properties: PoolStringArray, value: any[]) => void> /** * Used by sub-inspectors. Emit it if what was selected was an Object ID. * */ $object_id_selected: Signal<(property: string, id: int) => void> /** * Do not emit this manually, use the [method emit_changed] method instead. * */ $property_changed: Signal<(property: string, value: any) => void> /** * Emitted when a property was checked. Used internally. * */ $property_checked: Signal<(property: string, bool: string) => void> /** * Emit it if you want to add this value as an animation key (check for keying being enabled first). * */ $property_keyed: Signal<(property: string) => void> /** * Emit it if you want to key a property with a single value. * */ $property_keyed_with_value: Signal<(property: string, value: any) => void> /** * If you want a sub-resource to be edited, emit this signal with the resource. * */ $resource_selected: Signal<(path: string, resource: Resource) => void> /** * Emitted when selected. Used internally. * */ $selected: Signal<(path: string, focusable_idx: int) => void> }