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								/*  editor_property_name_processor.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_PROPERTY_NAME_PROCESSOR_H
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								#define EDITOR_PROPERTY_NAME_PROCESSOR_H
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								#include "scene/main/node.h"
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								class EditorPropertyNameProcessor : public Node {
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									GDCLASS(EditorPropertyNameProcessor, Node);
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									static EditorPropertyNameProcessor *singleton;
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									mutable HashMap<String, String> capitalize_string_cache;
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									HashMap<String, String> capitalize_string_remaps;
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									LocalVector<String> stop_words; // Exceptions that shouldn't be capitalized.
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									HashMap<String, HashMap<String, StringName>> translation_contexts;
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									// Capitalizes property path segments.
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									String _capitalize_name(const String &p_name) const;
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									// Returns the translation context for the given name.
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									StringName _get_context(const String &p_name, const String &p_property, const StringName &p_class) const;
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								public:
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									// Matches `interface/inspector/default_property_name_style` editor setting.
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									enum Style {
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										STYLE_RAW,
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										STYLE_CAPITALIZED,
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										STYLE_LOCALIZED,
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									};
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									static EditorPropertyNameProcessor *get_singleton() { return singleton; }
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									static Style get_default_inspector_style();
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									static Style get_settings_style();
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									static Style get_tooltip_style(Style p_style);
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									static bool is_localization_available();
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									// Turns property path segment into the given style.
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									// `p_class` and `p_property` are only used for `STYLE_LOCALIZED`, associating the name with a translation context.
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									String process_name(const String &p_name, Style p_style, const String &p_property = "", const StringName &p_class = "") const;
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											2022-12-27 10:58:01 +08:00
										 
									 
								 
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									// Translate plain text group names.
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									String translate_group_name(const String &p_name) const;
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									EditorPropertyNameProcessor();
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									~EditorPropertyNameProcessor();
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								};
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								#endif // EDITOR_PROPERTY_NAME_PROCESSOR_H
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