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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
72 lines
3.6 KiB
XML
72 lines
3.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorResourcePicker" inherits="HBoxContainer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Godot editor's control for selecting [Resource] type properties.
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</brief_description>
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<description>
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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.
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[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.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_handle_menu_selected" qualifiers="virtual">
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<return type="bool" />
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<argument index="0" name="id" type="int" />
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<description>
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This virtual method can be implemented to handle context menu items not handled by default. See [method _set_create_options].
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</description>
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</method>
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<method name="_set_create_options" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="menu_node" type="Object" />
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<description>
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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.
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[b]Note:[/b] Implement [method _handle_menu_selected] to handle these custom items.
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</description>
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</method>
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<method name="get_allowed_types" qualifiers="const">
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<return type="PackedStringArray" />
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<description>
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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.
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</description>
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</method>
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<method name="set_toggle_pressed">
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<return type="void" />
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<argument index="0" name="pressed" type="bool" />
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<description>
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Sets the toggle mode state for the main button. Works only if [member toggle_mode] is set to [code]true[/code].
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</description>
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</method>
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</methods>
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<members>
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<member name="base_type" type="String" setter="set_base_type" getter="get_base_type" default="""">
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The base type of allowed resource types. Can be a comma-separated list of several options.
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</member>
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<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true">
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If [code]true[/code], the value can be selected and edited.
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</member>
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<member name="edited_resource" type="Resource" setter="set_edited_resource" getter="get_edited_resource">
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The edited resource value.
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</member>
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<member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode" default="false">
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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.
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</member>
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</members>
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<signals>
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<signal name="resource_changed">
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<argument index="0" name="resource" type="Resource" />
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<description>
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Emitted when the value of the edited resource was changed.
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</description>
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</signal>
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<signal name="resource_selected">
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<argument index="0" name="resource" type="Resource" />
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<argument index="1" name="edit" type="bool" />
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<description>
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Emitted when the resource value was set and user clicked to edit it. When [code]edit[/code] is [code]true[/code], the signal was caused by the context menu "Edit" option.
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</description>
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</signal>
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</signals>
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</class>
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