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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "EditorResourcePicker" inherits= "HBoxContainer" version= "3.4" >
<brief_description >
Godot editor's control for selecting [Resource] type properties.
</brief_description>
<description >
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.
[b]Note:[/b] This [Control] does not include any editor for the resource, as editing is controlled by the Inspector dock itself or sub-Inspectors.
</description>
<tutorials >
</tutorials>
<methods >
<method name= "can_drop_data_fw" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "position" type= "Vector2" />
<argument index= "1" name= "data" type= "Variant" />
<argument index= "2" name= "from" type= "Control" />
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<description >
</description>
</method>
<method name= "drop_data_fw" >
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<return type= "void" />
<argument index= "0" name= "position" type= "Vector2" />
<argument index= "1" name= "data" type= "Variant" />
<argument index= "2" name= "from" type= "Control" />
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<description >
</description>
</method>
<method name= "get_allowed_types" qualifiers= "const" >
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<return type= "PoolStringArray" />
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<description >
Returns a list of all allowed types and subtypes corresponding to the [member base_type]. If the [member base_type] is empty, an empty list is returned.
</description>
</method>
<method name= "get_drag_data_fw" >
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<return type= "Variant" />
<argument index= "0" name= "position" type= "Vector2" />
<argument index= "1" name= "from" type= "Control" />
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<description >
</description>
</method>
<method name= "handle_menu_selected" qualifiers= "virtual" >
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<return type= "void" />
<argument index= "0" name= "id" type= "int" />
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<description >
This virtual method can be implemented to handle context menu items not handled by default. See [method set_create_options].
</description>
</method>
<method name= "set_create_options" qualifiers= "virtual" >
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<return type= "void" />
<argument index= "0" name= "menu_node" type= "Object" />
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<description >
This virtual method is called when updating the context menu of [EditorResourcePicker]. Implement this method to override the "New ..." items with your own options. [code]menu_node[/code] is a reference to the [PopupMenu] node.
[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom items.
</description>
</method>
<method name= "set_toggle_pressed" >
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<return type= "void" />
<argument index= "0" name= "pressed" type= "bool" />
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<description >
Sets the toggle mode state for the main button. Works only if [member toggle_mode] is set to [code]true[/code].
</description>
</method>
</methods>
<members >
<member name= "base_type" type= "String" setter= "set_base_type" getter= "get_base_type" default= """" >
The base type of allowed resource types. Can be a comma-separated list of several options.
</member>
<member name= "editable" type= "bool" setter= "set_editable" getter= "is_editable" default= "true" >
If [code]true[/code], the value can be selected and edited.
</member>
<member name= "edited_resource" type= "Resource" setter= "set_edited_resource" getter= "get_edited_resource" >
The edited resource value.
</member>
<member name= "toggle_mode" type= "bool" setter= "set_toggle_mode" getter= "is_toggle_mode" default= "false" >
If [code]true[/code], the main button with the resource preview works in the toggle mode. Use [method set_toggle_pressed] to manually set the state.
</member>
</members>
<signals >
<signal name= "resource_changed" >
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<argument index= "0" name= "resource" type= "Resource" />
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<description >
Emitted when the value of the edited resource was changed.
</description>
</signal>
<signal name= "resource_selected" >
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<argument index= "0" name= "resource" type= "Resource" />
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<description >
Emitted when the resource value was set and user clicked to edit it.
</description>
</signal>
</signals>
<constants >
</constants>
</class>