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								/*  visual_script_property_selector.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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								/* distribute, sublicense, and/or sell copies of the Software, and 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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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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											2018-05-12 20:34:35 -07:00
										 
									 
								 
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											2022-07-25 12:33:41 +02:00
										 
									 
								 
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								#ifndef VISUAL_SCRIPT_PROPERTY_SELECTOR_H
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								#define VISUAL_SCRIPT_PROPERTY_SELECTOR_H
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											2019-10-09 16:11:04 +02:00
										 
									 
								 
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								#include "editor/editor_help.h"
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								#include "editor/property_editor.h"
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								#include "scene/gui/rich_text_label.h"
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								class VisualScriptPropertySelector : public ConfirmationDialog {
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									GDCLASS(VisualScriptPropertySelector, ConfirmationDialog);
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									LineEdit *search_box;
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									Tree *search_options;
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									void _update_search();
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									void create_visualscript_item(const String &name, TreeItem *const root, const String &search_input, const String &text);
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									void get_visual_node_names(const String &root_filter, const Set<String> &p_modifiers, bool &found, TreeItem *const root, LineEdit *const search_box);
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									void _sbox_input(const Ref<InputEvent> &p_ie);
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									void _confirmed();
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									void _text_changed(const String &p_newtext);
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									EditorHelpBit *help_bit;
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									bool properties;
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									bool visual_script_generic;
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									bool connecting;
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									String selected;
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									Variant::Type type;
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									String base_type;
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									ObjectID script;
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									Object *instance;
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									bool virtuals_only;
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									bool seq_connect;
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									void _item_selected();
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									Vector<Variant::Type> type_filter;
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								protected:
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									void _notification(int p_what);
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									static void _bind_methods();
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								public:
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									void select_method_from_base_type(const String &p_base, const String &p_current = "", const bool p_virtuals_only = false, const bool p_connecting = true, bool clear_text = true);
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									void select_from_base_type(const String &p_base, const String &p_current = "", bool p_virtuals_only = false, bool p_seq_connect = false, const bool p_connecting = true, bool clear_text = true);
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									void select_from_script(const Ref<Script> &p_script, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
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									void select_from_basic_type(Variant::Type p_type, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
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									void select_from_action(const String &p_type, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
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									void select_from_instance(Object *p_instance, const String &p_current = "", const bool p_connecting = true, const String &p_basetype = "", bool clear_text = true);
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									void select_from_visual_script(const String &p_base, const bool p_connecting = true, bool clear_text = true);
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									void show_window(float p_screen_ratio);
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									void set_type_filter(const Vector<Variant::Type> &p_type_filter);
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									VisualScriptPropertySelector();
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								};
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								#endif // VISUAL_SCRIPT_PROPERTY_SELECTOR_H
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