When harnessing the power of Godot 4 to create incredible games, understanding the broad toolkit it offers is crucial for developers of all levels. Amongst this toolkit, the EditorResourcePicker class emerges as a fascinating feature that is representative of Godot’s user-friendly design philosophy. This class provides an intuitive way to handle resource type properties within the editor, streamlining the development process and enriching the user experience.
Table of contents
What is EditorResourcePicker?
The EditorResourcePicker is a Control node within the Godot editor that allows for refined management of Resource type properties. As a developer, you’ll encounter various occasions where you need to select, create, load, save, or convert resources, and this class proves indispensable for such tasks.
What is it for?
Imagine working on your latest game project. You’re in the zone, crafting new levels and populating them with intricate details. Suddenly, you find yourself needing to adjust a specific texture or tweak a sound effect. Instead of navigating through multiple menus or writing additional code, the EditorResourcePicker comes to the rescue, providing a straightforward interface to edit your resources directly within the Inspector dock.
Why Should I Learn It?
Grasping the functionality of the EditorResourcePicker is akin to giving yourself a Swiss army knife for resource management in Godot. It’s about efficiency and having the flexibility to fine-tune your game’s resources on the fly. For beginners, it’s a gentle introduction to the world of resource management in Godot, and for seasoned coders, it’s a way to accelerate workflow and bring polish to your projects. Let’s dive further into this feature and see just how it can elevate your game development in Godot.
Initial Setup with EditorResourcePicker
Before we delve into specific examples, let’s look at the basic steps to set up the EditorResourcePicker in your Godot project. It’s important to recall that, as of now, this class can only be used within the editor and not during runtime.
Let’s assume we’re creating a custom editor plugin where we want to pick a texture resource:
tool extends EditorPlugin func _enter_tree(): var resource_picker = EditorResourcePicker.new() resource_picker.edited_type = "Texture" add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM, resource_picker)
This snippet sets up a new EditorResourcePicker that is tailored to handle Texture resources. We are adding it to the bottom of the property editor container.
Connecting Signals for Dynamic Interaction
The real power of EditorResourcePicker lies within its signals. These allow us to react to user actions such as picking, creating, or editing resources:
resource_picker.connect("resource_selected", self, "_on_resource_selected") resource_picker.connect("resource_changed", self, "_on_resource_changed") func _on_resource_selected(new_resource): print("Resource selected: %s" % new_resource) func _on_resource_changed(old_resource, new_resource): print("Resource changed from %s to %s" % [old_resource, new_resource])
With these signals, we are efficiently tracking both the selection of a new resource and any changes to it, providing us with opportunities to handle these actions within our plugin.
Enabling Creation, Editing, and Loading of Resources
The EditorResourcePicker can also be configured to allow users to create new resources and edit or load existing ones:
resource_picker.hint_tooltip = "Select a texture" resource_picker.enable_autoload_on_selection = true resource_picker.show_create_dialog = true resource_picker.use_sub_inspector = true
This configuration is particularly useful as it enriches the user interface with tooltip information, autoloads resources upon selection, prompts users with the create resource dialog, and uses a sub-inspector for more detailed editing.
Custom Filtering and Display Options
You might want to customize the display of the picker or filter the resources it showcases. The following example demonstrates how to filter items based on a custom script and set a different size for the Edit button:
resource_picker.set_editable_script(get_script()) resource_picker.edit_button.icon_scale = Vector2(2, 2)
Here, we set the picker to only display resources that match the type of the current script, making the user experience more focused and minimizing room for error. Furthermore, by scaling the Edit button, we ensure it’s prominent and easy to find.
Stay tuned for the next installment where we’ll continue to expand upon our knowledge of the EditorResourcePicker with more practical, in-depth examples! These will help solidify your understanding and capacity to use this feature to its full potential in your Godot projects.Certainly! Let’s move forward with our exploration of the EditorResourcePicker in Godot, getting to grips with more of its capabilities through practical coding examples.
Advanced Usage of EditorResourcePicker
In this section, we’ll tackle some advanced features and workflows which will include handling custom resources, incorporating context menus, and leveraging drag and drop functionality.
Creating Custom Resources: If you’re working with custom resources, the EditorResourcePicker can be configured to handle them as well. Here’s how you might set up a picker for a custom resource type called ‘MyResource’.
var resource_picker = EditorResourcePicker.new() resource_picker.edited_type = preload("res://path_to_custom_resource/MyResource.gd") add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM, resource_picker)
Using Context Menus: It might be necessary to have a context menu for your ResourcePicker, so you can offer additional options like clearing the resource or reloading it. Here’s an example of adding a context menu:
var menu = PopupMenu.new() menu.add_item("Clear Resource", 0) menu.add_item("Reload Resource", 1) resource_picker.context_menu = menu
Connect signals to handle the selected options:
menu.connect("id_pressed", self, "_on_menu_item_selected") func _on_menu_item_selected(id): match id: 0: # handle clear resource action 1: # handle reload resource action
Drag and Drop Support: You will want to make resource assignment as intuitive as possible by incorporating drag-and-drop mechanisms. This can be easily set up:
resource_picker.drag_and_drop_mode = EditorResourcePicker.DRAG_AND_DROP_MODE_BOTH
This line of code enables both dragging resources out of the picker and dropping new resources into it.
Custom Icons: Sometimes you might want to have custom icons to represent the types of resources in your picker, for better visual feedback or branding within a custom editor tool. You can achieve this with just a few lines:
var my_icon_texture = preload("res://icons/my_icon.png") EditorResourcePicker.register_editor_icon(MyResource, my_icon_texture)
Resource Saving and Conversion: To facilitate the process of saving or converting resources directly from the picker, look at the following signals:
resource_picker.connect("resource_saved", self, "_on_resource_saved") resource_picker.connect("resource_converted", self, "_on_resource_converted") func _on_resource_saved(resource): print("Resource saved: ", resource) func _on_resource_converted(resource, to_type): print("Resource converted from: ", resource, " to: ", to_type)
This enables notifications whenever a resource gets saved or converted to a different type, providing you the chance to handle these events accordingly.
Through these examples, you can begin to see how the EditorResourcePicker not only optimizes the workflow within Godot’s Inspector but also opens up a world of customization to cater to your project’s specific needs. Whether you’re developing games, designing interactive experiences, or simply learning about the intricacies of working within the Godot environment, a deep understanding of this tool significantly boosts your productivity. Discovering its full range of capabilities is nothing short of satisfying as it transforms the busyness of resource management into a streamlined and enjoyable aspect of game development.Continuing our deep dive into the EditorResourcePicker in Godot, we now explore additional functionalities and code snippets that can further enhance your game development process.
Multi-line text fields are often necessary in game development for dialogue, descriptions, or other in-game text. Interestingly, the EditorResourcePicker can be customized and extended to handle advanced inputs and configurations. Let’s see some examples illustrating these points.
Customizable Layout Adjustments: You may want to adjust the layout of the EditorResourcePicker to match your plugin’s UI better. For instance, you can change the visibility of the “Load”, “Save”, and “Edit” buttons. Here is how you can control their visibility:
resource_picker.load_button_visible = false resource_picker.save_button_visible = true resource_picker.edit_button_visible = true
This snippet hides the Load button but keeps the Save and Edit buttons visible, streamlining the interface for the user’s current needs.
Reaction to Resource Editing: Sometimes, you should take specific actions when a resource is edited through the picker. You can easily connect to the “resource_edit_requested” signal for this purpose:
resource_picker.connect("resource_edit_requested", self, "_on_resource_edit_requested") func _on_resource_edit_requested(resource): show_resource_editor(resource)
In this case, we have a function that would be triggered to show a custom resource editor whenever the user requests to edit a resource.
Incorporating Undo/Redo: As you make changes to resources within your custom tools, you’ll want to ensure that the user can undo or redo the actions. Integrating with Godot’s built-in UndoRedo system is straightforward:
func _on_resource_changed(old_resource, new_resource): var undo_redo = get_undo_redo() undo_redo.create_action("Change Resource") undo_redo.add_do_method(self, "_set_resource", new_resource) undo_redo.add_undo_method(self, "_set_resource", old_resource) undo_redo.commit_action() func _set_resource(resource): # The method to actually set the resource
This ensures that resource changes are registered as actions that can be undone or redone while working within the editor.
Resource Preview Enhancement: Adding previews can significantly improve the usability of your EditorResourcePicker, especially for visual resources. Suppose you want to display a thumbnail preview for an image resource:
This code snippet sets a specific thumbnail image to be displayed alongside the resource in the picker.
Extending Functionality with GDScript: GDScript allows us to extend the EditorResourcePicker with additional capabilities. For example, suppose you wanted a picker that only displays resources marked as favorites. You can add a toggle to filter your list:
# Imagine you have a way to determine if a resource is a favorite func is_favorite_resource(res): # Your logic here # Override the _gui_input method to react to a checkbox toggle func _gui_input(event): if event is CheckBox && event.pressed: show_only_favorites(event.checked) func show_only_favorites(only_favorites): for child in get_children(): if child is EditorResourcePickerItem: if only_favorites and not is_favorite_resource(child.get_resource()): child.hide() else: child.show()
The hypothetical `is_favorite_resource` function would determine if a resource should be shown when the ‘favorite only’ filter is applied, hiding or showing resources accordingly.
These examples highlight the flexibility and power of the EditorResourcePicker class. By customizing and extending its features, you can tailor it to fit the unique requirements of your Godot project. Embracing these advanced techniques will help you create professional, user-friendly tools that can significantly improve your productivity and enhance the development experience.
Remember, at Zenva, we strive to provide the best learning experience and empower you with practical skills. Understanding and utilizing such detailed elements of Godot is one way we help you level up your development game. Keep experimenting with these code snippets and unlock even more possibilities within Godot!
Continuing Your Game Development Journey
After diving into the intricacies of the EditorResourcePicker class in Godot, you might be asking yourself, “What’s next?” The world of game development is vast and ever-evolving, and there’s always more to learn. To keep the momentum going and further expand your knowledge of Godot and game creation, we invite you to explore our Godot Game Development Mini-Degree. This comprehensive course collection will enrich your understanding of Godot 4, covering a wide range of game development aspects from the ground up, including 2D and 3D game mechanics, GDScript, and much more.
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The exploration of Godot’s EditorResourcePicker absorbs just a fraction of the game development universe. Yet, it encapsulates the essence of what makes this journey so exciting – the ability to turn creative visions into tangible experiences. With tools like Godot and the guidance you receive at Zenva, the path from concept to playable game becomes clearer and within reach.
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