An easy-to-use inspector control for Godot Engine based on Tree
-
TargetInspector
custom tree control - Set inspection target by assigning any object to
inspector.target
- Set inspection target by assigning a
NodePath
toinspector.target_path
- Indexed properties work on targets specified as a
NodePath
(e.g./root/Game:player:inventory
) - Automatic two-way data binding
- Event-driven updates if the target has a
changed
signal - Polling-driven updates if event-driven isn't available
- Supported types
-
Node
andResource
(embedded/nested objects) -
float
(supports ranges, but all three ofmin
,max
,step
must be specified) -
int
(supports ranges, but all three ofmin
,max
,step
must be specified) -
String
-
bool
(soon) - Vectors, Rect2, and other built-in dimensional types (soon)
-
In addition to setting the exported target_path property within the Godot editor, there are several ways to set the target in GDScript:
inspector.set_target(document)
inspector.set_target(self, "document.baz")
inspector.target_path = "%s:document" % [get_path()]
The UI works by creating a "virtual DOM" of Node
objects which are mirrored
by a Tree
and its TreeNode
objects. One of the reasons this project was
created was to avoid the hassle of Tree
working differently from everything
else in Godot.
Because of this design, it's straightforward to query and modify target properties being watched by the inspector. Here's the easiest way to directly modify a value:
inspector.set_inspector_node("foo", 5.1)
And these are all equivalent methods of getting an inspector node:
var fizz = inspector.get_inspector_node("baz.fizz")
var fizz = inspector.get_inspector_node("baz:fizz")
var fizz = inspector.get_inspector_node("baz/fizz")
var fizz = inspector.root.get_node("baz").get_node("fizz")
if fizz:
fizz.set_value(1337.5)
Brian Jorgensen
MIT