godot/scene/gui/graph_edit.h

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#ifndef GRAPH_EDIT_H
#define GRAPH_EDIT_H
#include "scene/gui/graph_node.h"
#include "scene/gui/scroll_bar.h"
class GraphEdit;
class GraphEditFilter : public Control {
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OBJ_TYPE(GraphEditFilter,Control);
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friend class GraphEdit;
GraphEdit *ge;
virtual bool has_point(const Point2& p_point) const;
public:
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GraphEditFilter(GraphEdit *p_edit);
};
class GraphEdit : public Control {
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OBJ_TYPE(GraphEdit,Control);
public:
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struct Connection {
StringName from;
StringName to;
int from_port;
int to_port;
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};
private:
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HScrollBar* h_scroll;
VScrollBar* v_scroll;
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bool connecting;
String connecting_from;
bool connecting_out;
int connecting_index;
int connecting_type;
Color connecting_color;
bool connecting_target;
Vector2 connecting_to;
String connecting_target_to;
int connecting_target_index;
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bool dragging;
bool just_selected;
Vector2 drag_accum;
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bool box_selecting;
bool box_selection_mode_aditive;
Point2 box_selecting_from;
Point2 box_selecting_to;
Rect2 box_selecting_rect;
List<GraphNode*> previus_selected;
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bool right_disconnects;
bool updating;
List<Connection> connections;
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void _draw_cos_line(const Vector2& p_from, const Vector2& p_to,const Color& p_color);
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void _graph_node_raised(Node* p_gn);
void _graph_node_moved(Node *p_gn);
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void _update_scroll();
void _scroll_moved(double);
void _input_event(const InputEvent& p_ev);
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GraphEditFilter *top_layer;
void _top_layer_input(const InputEvent& p_ev);
void _top_layer_draw();
void _update_scroll_offset();
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Array _get_connection_list() const;
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friend class GraphEditFilter;
bool _filter_input(const Point2& p_point);
protected:
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static void _bind_methods();
virtual void add_child_notify(Node *p_child);
virtual void remove_child_notify(Node *p_child);
void _notification(int p_what);
public:
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Error connect_node(const StringName& p_from, int p_from_port,const StringName& p_to,int p_to_port);
bool is_node_connected(const StringName& p_from, int p_from_port,const StringName& p_to,int p_to_port);
void disconnect_node(const StringName& p_from, int p_from_port,const StringName& p_to,int p_to_port);
void clear_connections();
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GraphEditFilter *get_top_layer() const { return top_layer; }
void get_connection_list(List<Connection> *r_connections) const;
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void set_right_disconnects(bool p_enable);
bool is_right_disconnects_enabled() const;
Vector2 get_scroll_ofs() const;
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GraphEdit();
};
#endif // GRAPHEdit_H