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								/*  editor_properties_vector.h                                            */
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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								#ifndef EDITOR_PROPERTIES_VECTOR_H
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								#define EDITOR_PROPERTIES_VECTOR_H
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								#include "editor/editor_inspector.h"
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								class EditorSpinSlider;
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								class TextureButton;
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								class EditorPropertyVectorN : public EditorProperty {
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									GDCLASS(EditorPropertyVectorN, EditorProperty);
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									static const String COMPONENT_LABELS[4];
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									int component_count = 0;
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									Variant::Type vector_type;
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									Vector<EditorSpinSlider *> spin_sliders;
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									TextureButton *linked = nullptr;
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									Vector<double> ratio;
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									bool is_grabbed = false;
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									bool radians_as_degrees = false;
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									void _update_ratio();
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									void _store_link(bool p_linked);
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									void _grab_changed(bool p_grab);
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									void _value_changed(double p_val, const String &p_name);
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								protected:
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									virtual void _set_read_only(bool p_read_only) override;
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									void _notification(int p_what);
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								public:
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									virtual void update_property() override;
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									void setup(double p_min, double p_max, double p_step = 1.0, bool p_hide_slider = true, bool p_link = false, const String &p_suffix = String(), bool p_radians_as_degrees = false);
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									EditorPropertyVectorN(Variant::Type p_type, bool p_force_wide, bool p_horizontal);
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								};
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								class EditorPropertyVector2 : public EditorPropertyVectorN {
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									GDCLASS(EditorPropertyVector2, EditorPropertyVectorN);
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								public:
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									EditorPropertyVector2(bool p_force_wide = false);
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								};
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								class EditorPropertyVector2i : public EditorPropertyVectorN {
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									GDCLASS(EditorPropertyVector2i, EditorPropertyVectorN);
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								public:
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									EditorPropertyVector2i(bool p_force_wide = false);
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								};
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								class EditorPropertyVector3 : public EditorPropertyVectorN {
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									GDCLASS(EditorPropertyVector3, EditorPropertyVectorN);
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								public:
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									EditorPropertyVector3(bool p_force_wide = false);
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								};
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								class EditorPropertyVector3i : public EditorPropertyVectorN {
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									GDCLASS(EditorPropertyVector3i, EditorPropertyVectorN);
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								public:
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									EditorPropertyVector3i(bool p_force_wide = false);
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								};
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								class EditorPropertyVector4 : public EditorPropertyVectorN {
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									GDCLASS(EditorPropertyVector4, EditorPropertyVectorN);
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								public:
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									EditorPropertyVector4(bool p_force_wide = false);
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								};
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								class EditorPropertyVector4i : public EditorPropertyVectorN {
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									GDCLASS(EditorPropertyVector4i, EditorPropertyVectorN);
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								public:
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									EditorPropertyVector4i(bool p_force_wide = false);
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								};
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								#endif // EDITOR_PROPERTIES_VECTOR_H
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