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								/*************************************************************************/
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								/*  inspector_dock.h                                                     */
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								/*************************************************************************/
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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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											2020-01-01 11:16:22 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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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 INSPECTOR_DOCK_H
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								#define INSPECTOR_DOCK_H
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								#include "editor/animation_track_editor.h"
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								#include "editor/connections_dialog.h"
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								#include "editor/create_dialog.h"
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								#include "editor/editor_data.h"
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								#include "editor/editor_inspector.h"
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								#include "editor/editor_path.h"
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								#include "scene/gui/box_container.h"
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								#include "scene/gui/button.h"
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								#include "scene/gui/control.h"
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								#include "scene/gui/label.h"
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								#include "scene/gui/popup_menu.h"
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								#include "scene/gui/tool_button.h"
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								class EditorNode;
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								class InspectorDock : public VBoxContainer {
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									GDCLASS(InspectorDock, VBoxContainer);
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									enum MenuOptions {
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										RESOURCE_LOAD,
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										RESOURCE_SAVE,
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										RESOURCE_SAVE_AS,
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										RESOURCE_MAKE_BUILT_IN,
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										RESOURCE_COPY,
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										RESOURCE_EDIT_CLIPBOARD,
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										OBJECT_COPY_PARAMS,
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										OBJECT_PASTE_PARAMS,
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										OBJECT_UNIQUE_RESOURCES,
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										OBJECT_REQUEST_HELP,
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										COLLAPSE_ALL,
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										EXPAND_ALL,
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										OBJECT_METHOD_BASE = 500
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									};
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									EditorNode *editor;
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									EditorData *editor_data;
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									EditorInspector *inspector;
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									Object *current;
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									ToolButton *backward_button;
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									ToolButton *forward_button;
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									EditorFileDialog *load_resource_dialog;
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									CreateDialog *new_resource_dialog;
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									ToolButton *resource_new_button;
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									ToolButton *resource_load_button;
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									MenuButton *resource_save_button;
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									MenuButton *history_menu;
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									LineEdit *search;
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									MenuButton *object_menu;
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									EditorPath *editor_path;
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									Button *warning;
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									AcceptDialog *warning_dialog;
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									void _menu_option(int p_option);
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									void _new_resource();
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									void _load_resource(const String &p_type = "");
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									void _open_resource_selector() { _load_resource(); }; // just used to call from arg-less signal
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									void _resource_file_selected(String p_file);
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									void _save_resource(bool save_as) const;
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									void _unref_resource() const;
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									void _copy_resource() const;
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									void _paste_resource() const;
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									void _warning_pressed();
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									void _resource_created() const;
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									void _resource_selected(const RES &p_res, const String &p_property = "") const;
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									void _edit_forward();
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									void _edit_back();
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									void _menu_collapseall();
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									void _menu_expandall();
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									void _select_history(int p_idx) const;
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									void _prepare_history();
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									void _property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance);
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									void _transform_keyed(Object *sp, const String &p_sub, const Transform &p_key);
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								protected:
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									static void _bind_methods();
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									void _notification(int p_what);
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								public:
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									void go_back();
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									void update_keying();
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									void edit_resource(const Ref<Resource> &p_resource);
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									void open_resource(const String &p_type);
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									void clear();
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									void set_warning(const String &p_message);
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									void update(Object *p_object);
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									Container *get_addon_area();
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									EditorInspector *get_inspector() { return inspector; }
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									InspectorDock(EditorNode *p_editor, EditorData &p_editor_data);
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									~InspectorDock();
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								};
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								#endif
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