Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Inherited By: EditorScriptPicker
Godot editor's control for selecting Resource type properties.
This Control node is used in the editor's Inspector dock to allow editing of Resource type properties. It provides options for creating, loading, saving and converting resources. Can be used with EditorInspectorPlugin to recreate the same behavior.
Note: This Control does not include any editor for the resource, as editing is controlled by the Inspector dock itself or sub-Inspectors.
get_allowed_types ( ) const
resource_changed ( Resource resource )
Emitted when the value of the edited resource was changed.
Emitted when the resource value was set and user clicked to edit it. When
true, the signal was caused by the context menu "Edit" or "Inspect" option.
String base_type =
The base type of allowed resource types. Can be a comma-separated list of several options.
bool editable =
true, the value can be selected and edited.
The edited resource value.
bool toggle_mode =
true, the main button with the resource preview works in the toggle mode. Use set_toggle_pressed to manually set the state.
This virtual method can be implemented to handle context menu items not handled by default. See _set_create_options.
void _set_create_options ( Object menu_node ) virtual
This virtual method is called when updating the context menu of EditorResourcePicker. Implement this method to override the "New ..." items with your own options.
menu_node is a reference to the PopupMenu node.
Note: Implement _handle_menu_selected to handle these custom items.
PackedStringArray get_allowed_types ( ) const
void set_toggle_pressed ( bool pressed )
Sets the toggle mode state for the main button. Works only if toggle_mode is set to