ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
249 lines
9.4 KiB
C++
249 lines
9.4 KiB
C++
/*************************************************************************/
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/* item_list_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) 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 ITEM_LIST_EDITOR_PLUGIN_H
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#define ITEM_LIST_EDITOR_PLUGIN_H
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#include "canvas_item_editor_plugin.h"
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#include "editor/editor_inspector.h"
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/popup_menu.h"
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class ItemListPlugin : public Object {
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GDCLASS(ItemListPlugin, Object);
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protected:
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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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enum Flags {
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FLAG_ICON = 1,
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FLAG_CHECKABLE = 2,
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FLAG_ID = 4,
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FLAG_ENABLE = 8,
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FLAG_SEPARATOR = 16
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};
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virtual void set_object(Object *p_object) = 0;
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virtual bool handles(Object *p_object) const = 0;
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virtual int get_flags() const = 0;
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virtual void set_item_text(int p_idx, const String &p_text) {}
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virtual String get_item_text(int p_idx) const { return ""; };
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virtual void set_item_icon(int p_idx, const Ref<Texture2D> &p_tex) {}
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virtual Ref<Texture2D> get_item_icon(int p_idx) const { return Ref<Texture2D>(); };
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virtual void set_item_checkable(int p_idx, bool p_check) {}
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virtual void set_item_radio_checkable(int p_idx, bool p_check) {}
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virtual bool is_item_checkable(int p_idx) const { return false; };
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virtual bool is_item_radio_checkable(int p_idx) const { return false; };
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virtual void set_item_checked(int p_idx, bool p_checked) {}
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virtual bool is_item_checked(int p_idx) const { return false; };
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virtual void set_item_enabled(int p_idx, int p_enabled) {}
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virtual bool is_item_enabled(int p_idx) const { return false; };
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virtual void set_item_id(int p_idx, int p_id) {}
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virtual int get_item_id(int p_idx) const { return -1; };
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virtual void set_item_separator(int p_idx, bool p_separator) {}
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virtual bool is_item_separator(int p_idx) const { return false; };
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virtual void add_item() = 0;
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virtual int get_item_count() const = 0;
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virtual void erase(int p_idx) = 0;
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ItemListPlugin() {}
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};
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///////////////////////////////////////////////////////////////
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class ItemListOptionButtonPlugin : public ItemListPlugin {
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GDCLASS(ItemListOptionButtonPlugin, ItemListPlugin);
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OptionButton *ob;
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public:
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virtual void set_object(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual int get_flags() const;
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virtual void set_item_text(int p_idx, const String &p_text) { ob->set_item_text(p_idx, p_text); }
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virtual String get_item_text(int p_idx) const { return ob->get_item_text(p_idx); }
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virtual void set_item_icon(int p_idx, const Ref<Texture2D> &p_tex) { ob->set_item_icon(p_idx, p_tex); }
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virtual Ref<Texture2D> get_item_icon(int p_idx) const { return ob->get_item_icon(p_idx); }
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virtual void set_item_enabled(int p_idx, int p_enabled) { ob->set_item_disabled(p_idx, !p_enabled); }
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virtual bool is_item_enabled(int p_idx) const { return !ob->is_item_disabled(p_idx); }
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virtual void set_item_id(int p_idx, int p_id) { ob->set_item_id(p_idx, p_id); }
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virtual int get_item_id(int p_idx) const { return ob->get_item_id(p_idx); }
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virtual void add_item();
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virtual int get_item_count() const;
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virtual void erase(int p_idx);
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ItemListOptionButtonPlugin();
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};
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class ItemListPopupMenuPlugin : public ItemListPlugin {
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GDCLASS(ItemListPopupMenuPlugin, ItemListPlugin);
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PopupMenu *pp;
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public:
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virtual void set_object(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual int get_flags() const;
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virtual void set_item_text(int p_idx, const String &p_text) { pp->set_item_text(p_idx, p_text); }
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virtual String get_item_text(int p_idx) const { return pp->get_item_text(p_idx); }
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virtual void set_item_icon(int p_idx, const Ref<Texture2D> &p_tex) { pp->set_item_icon(p_idx, p_tex); }
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virtual Ref<Texture2D> get_item_icon(int p_idx) const { return pp->get_item_icon(p_idx); }
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virtual void set_item_checkable(int p_idx, bool p_check) { pp->set_item_as_checkable(p_idx, p_check); }
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virtual void set_item_radio_checkable(int p_idx, bool p_check) { pp->set_item_as_radio_checkable(p_idx, p_check); }
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virtual bool is_item_checkable(int p_idx) const { return pp->is_item_checkable(p_idx); }
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virtual bool is_item_radio_checkable(int p_idx) const { return pp->is_item_radio_checkable(p_idx); }
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virtual void set_item_checked(int p_idx, bool p_checked) { pp->set_item_checked(p_idx, p_checked); }
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virtual bool is_item_checked(int p_idx) const { return pp->is_item_checked(p_idx); }
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virtual void set_item_enabled(int p_idx, int p_enabled) { pp->set_item_disabled(p_idx, !p_enabled); }
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virtual bool is_item_enabled(int p_idx) const { return !pp->is_item_disabled(p_idx); }
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virtual void set_item_id(int p_idx, int p_id) { pp->set_item_id(p_idx, p_id); }
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virtual int get_item_id(int p_idx) const { return pp->get_item_id(p_idx); }
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virtual void set_item_separator(int p_idx, bool p_separator) { pp->set_item_as_separator(p_idx, p_separator); }
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virtual bool is_item_separator(int p_idx) const { return pp->is_item_separator(p_idx); }
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virtual void add_item();
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virtual int get_item_count() const;
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virtual void erase(int p_idx);
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ItemListPopupMenuPlugin();
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};
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///////////////////////////////////////////////////////////////
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class ItemListItemListPlugin : public ItemListPlugin {
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GDCLASS(ItemListItemListPlugin, ItemListPlugin);
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ItemList *pp;
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public:
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virtual void set_object(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual int get_flags() const;
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virtual void set_item_text(int p_idx, const String &p_text) { pp->set_item_text(p_idx, p_text); }
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virtual String get_item_text(int p_idx) const { return pp->get_item_text(p_idx); }
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virtual void set_item_icon(int p_idx, const Ref<Texture2D> &p_tex) { pp->set_item_icon(p_idx, p_tex); }
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virtual Ref<Texture2D> get_item_icon(int p_idx) const { return pp->get_item_icon(p_idx); }
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virtual void set_item_enabled(int p_idx, int p_enabled) { pp->set_item_disabled(p_idx, !p_enabled); }
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virtual bool is_item_enabled(int p_idx) const { return !pp->is_item_disabled(p_idx); }
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virtual void add_item();
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virtual int get_item_count() const;
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virtual void erase(int p_idx);
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ItemListItemListPlugin();
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};
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///////////////////////////////////////////////////////////////
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class ItemListEditor : public HBoxContainer {
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GDCLASS(ItemListEditor, HBoxContainer);
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Node *item_list;
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Button *toolbar_button;
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AcceptDialog *dialog;
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EditorInspector *property_editor;
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Tree *tree;
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Button *add_button;
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Button *del_button;
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int selected_idx;
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Vector<ItemListPlugin *> item_plugins;
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void _edit_items();
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void _add_pressed();
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void _delete_pressed();
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void _node_removed(Node *p_node);
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protected:
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void _notification(int p_notification);
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static void _bind_methods();
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public:
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void edit(Node *p_item_list);
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bool handles(Object *p_object) const;
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void add_plugin(ItemListPlugin *p_plugin) { item_plugins.push_back(p_plugin); }
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ItemListEditor();
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~ItemListEditor();
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};
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class ItemListEditorPlugin : public EditorPlugin {
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GDCLASS(ItemListEditorPlugin, EditorPlugin);
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ItemListEditor *item_list_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "ItemList"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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ItemListEditorPlugin(EditorNode *p_node);
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~ItemListEditorPlugin();
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};
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#endif // ITEM_LIST_EDITOR_PLUGIN_H
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