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	Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
		
			
				
	
	
		
			72 lines
		
	
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			72 lines
		
	
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  root_motion_editor_plugin.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) 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 ROOT_MOTION_EDITOR_PLUGIN_H
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#define ROOT_MOTION_EDITOR_PLUGIN_H
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#include "editor/editor_inspector.h"
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class Button;
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class ConfirmationDialog;
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class Tree;
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class EditorPropertyRootMotion : public EditorProperty {
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	GDCLASS(EditorPropertyRootMotion, EditorProperty);
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	Button *assign = nullptr;
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	Button *clear = nullptr;
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	NodePath base_hint;
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	ConfirmationDialog *filter_dialog = nullptr;
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	Tree *filters = nullptr;
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	void _confirmed();
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	void _node_assign();
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	void _node_clear();
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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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	virtual void update_property() override;
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	void setup(const NodePath &p_base_hint);
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	EditorPropertyRootMotion();
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};
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class EditorInspectorRootMotionPlugin : public EditorInspectorPlugin {
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	GDCLASS(EditorInspectorRootMotionPlugin, EditorInspectorPlugin);
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public:
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	virtual bool can_handle(Object *p_object) override;
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	virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide = false) override;
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};
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#endif // ROOT_MOTION_EDITOR_PLUGIN_H
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