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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
		
	
			
		
			
				
	
	
		
			167 lines
		
	
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			167 lines
		
	
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  graph_node.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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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 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 GRAPH_NODE_H
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#define GRAPH_NODE_H
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#include "scene/gui/container.h"
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class GraphNode : public Container {
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	GDCLASS(GraphNode, Container);
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public:
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	enum Overlay {
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		OVERLAY_DISABLED,
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		OVERLAY_BREAKPOINT,
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		OVERLAY_POSITION
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	};
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private:
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	struct Slot {
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		bool enable_left;
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		int type_left;
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		Color color_left;
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		bool enable_right;
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		int type_right;
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		Color color_right;
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		Ref<Texture> custom_slot_left;
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		Ref<Texture> custom_slot_right;
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		Slot() {
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			enable_left = false;
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			type_left = 0;
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			color_left = Color(1, 1, 1, 1);
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			enable_right = false;
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			type_right = 0;
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			color_right = Color(1, 1, 1, 1);
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		}
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	};
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	String title;
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	bool show_close;
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	Vector2 offset;
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	bool comment;
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	bool resizable;
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	bool resizing;
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	Vector2 resizing_from;
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	Vector2 resizing_from_size;
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	Rect2 close_rect;
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	Vector<int> cache_y;
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	struct ConnCache {
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		Vector2 pos;
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		int type;
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		Color color;
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	};
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	Vector<ConnCache> conn_input_cache;
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	Vector<ConnCache> conn_output_cache;
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	Map<int, Slot> slot_info;
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	bool connpos_dirty;
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	void _connpos_update();
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	void _resort();
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	Vector2 drag_from;
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	bool selected;
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	Overlay overlay;
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protected:
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	void _gui_input(const Ref<InputEvent> &p_ev);
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	void _notification(int p_what);
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	static void _bind_methods();
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	bool _set(const StringName &p_name, const Variant &p_value);
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	bool _get(const StringName &p_name, Variant &r_ret) const;
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	void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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	bool has_point(const Point2 &p_point) const;
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	void set_slot(int p_idx, bool p_enable_left, int p_type_left, const Color &p_color_left, bool p_enable_right, int p_type_right, const Color &p_color_right, const Ref<Texture> &p_custom_left = Ref<Texture>(), const Ref<Texture> &p_custom_right = Ref<Texture>());
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	void clear_slot(int p_idx);
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	void clear_all_slots();
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	bool is_slot_enabled_left(int p_idx) const;
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	int get_slot_type_left(int p_idx) const;
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	Color get_slot_color_left(int p_idx) const;
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	bool is_slot_enabled_right(int p_idx) const;
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	int get_slot_type_right(int p_idx) const;
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	Color get_slot_color_right(int p_idx) const;
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	void set_title(const String &p_title);
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	String get_title() const;
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	void set_offset(const Vector2 &p_offset);
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	Vector2 get_offset() const;
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	void set_selected(bool p_selected);
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	bool is_selected();
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	void set_drag(bool p_drag);
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	Vector2 get_drag_from();
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	void set_show_close_button(bool p_enable);
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	bool is_close_button_visible() const;
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	int get_connection_input_count();
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	int get_connection_output_count();
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	Vector2 get_connection_input_position(int p_idx);
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	int get_connection_input_type(int p_idx);
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	Color get_connection_input_color(int p_idx);
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	Vector2 get_connection_output_position(int p_idx);
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	int get_connection_output_type(int p_idx);
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	Color get_connection_output_color(int p_idx);
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	void set_overlay(Overlay p_overlay);
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	Overlay get_overlay() const;
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	void set_comment(bool p_enable);
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	bool is_comment() const;
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	void set_resizable(bool p_enable);
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	bool is_resizable() const;
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	virtual Size2 get_minimum_size() const;
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	bool is_resizing() const { return resizing; }
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	GraphNode();
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};
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VARIANT_ENUM_CAST(GraphNode::Overlay)
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#endif // GRAPH_NODE_H
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