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. [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. This virtual method can be implemented to handle context menu items not handled by default. See [method _set_create_options]. 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. 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. Sets the toggle mode state for the main button. Works only if [member toggle_mode] is set to [code]true[/code]. The base type of allowed resource types. Can be a comma-separated list of several options. If [code]true[/code], the value can be selected and edited. The edited resource value. 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. Emitted when the value of the edited resource was changed. 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.