1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
616 lines
18 KiB
C++
616 lines
18 KiB
C++
/*************************************************************************/
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/* editor_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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 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_NODE_H
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#define EDITOR_NODE_H
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#include "scene/gui/control.h"
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#include "scene/gui/panel.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/separator.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/center_container.h"
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#include "scene/gui/texture_progress.h"
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#include "tools/editor/scenes_dock.h"
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#include "tools/editor/scene_tree_editor.h"
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#include "tools/editor/property_editor.h"
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#include "tools/editor/create_dialog.h"
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#include "tools/editor/call_dialog.h"
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#include "tools/editor/reparent_dialog.h"
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#include "tools/editor/connections_dialog.h"
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#include "tools/editor/settings_config_dialog.h"
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#include "tools/editor/groups_editor.h"
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#include "tools/editor/editor_data.h"
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#include "tools/editor/editor_path.h"
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#include "tools/editor/editor_run.h"
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#include "tools/editor/pane_drag.h"
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#include "tools/editor/animation_editor.h"
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#include "tools/editor/script_create_dialog.h"
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#include "tools/editor/run_settings_dialog.h"
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#include "tools/editor/project_settings.h"
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#include "tools/editor/project_export.h"
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#include "tools/editor/editor_log.h"
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#include "tools/editor/scene_tree_dock.h"
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#include "tools/editor/resources_dock.h"
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#include "tools/editor/optimized_save_dialog.h"
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#include "tools/editor/editor_run_script.h"
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#include "tools/editor/editor_run_native.h"
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#include "scene/gui/tabs.h"
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#include "tools/editor/quick_open.h"
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#include "tools/editor/project_export.h"
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#include "tools/editor/editor_sub_scene.h"
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#include "editor_import_export.h"
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#include "editor_reimport_dialog.h"
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#include "import_settings.h"
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#include "tools/editor/editor_plugin.h"
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#include "fileserver/editor_file_server.h"
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#include "editor_resource_preview.h"
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#include "progress_dialog.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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typedef void (*EditorNodeInitCallback)();
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class EditorNode : public Node {
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OBJ_TYPE( EditorNode, Node );
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enum {
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HISTORY_SIZE=64
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};
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enum MenuOptions {
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FILE_NEW_SCENE,
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FILE_OPEN_SCENE,
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FILE_SAVE_SCENE,
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FILE_SAVE_AS_SCENE,
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FILE_SAVE_BEFORE_RUN,
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FILE_SAVE_AND_RUN,
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FILE_IMPORT_SUBSCENE,
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FILE_EXPORT_PROJECT,
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FILE_EXPORT_MESH_LIBRARY,
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FILE_EXPORT_TILESET,
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FILE_SAVE_OPTIMIZED,
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FILE_SAVE_SUBSCENE,
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FILE_DUMP_STRINGS,
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FILE_OPEN_RECENT,
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FILE_OPEN_OLD_SCENE,
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FILE_QUICK_OPEN_SCENE,
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FILE_QUICK_OPEN_SCRIPT,
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FILE_RUN_SCRIPT,
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FILE_OPEN_PREV,
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FILE_CLOSE,
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FILE_QUIT,
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FILE_EXTERNAL_OPEN_SCENE,
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EDIT_UNDO,
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EDIT_REDO,
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EDIT_REVERT,
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RESOURCE_NEW,
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RESOURCE_LOAD,
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RESOURCE_SAVE,
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RESOURCE_SAVE_AS,
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RESOURCE_UNREF,
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RESOURCE_COPY,
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OBJECT_COPY_PARAMS,
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OBJECT_PASTE_PARAMS,
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OBJECT_UNIQUE_RESOURCES,
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OBJECT_CALL_METHOD,
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OBJECT_REQUEST_HELP,
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RUN_PLAY,
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RUN_PAUSE,
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RUN_STOP,
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RUN_PLAY_SCENE,
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RUN_PLAY_CUSTOM_SCENE,
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RUN_SCENE_SETTINGS,
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RUN_SETTINGS,
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RUN_PROJECT_MANAGER,
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RUN_FILE_SERVER,
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RUN_DEPLOY_DUMB_CLIENTS,
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RUN_LIVE_DEBUG,
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SETTINGS_UPDATE_ALWAYS,
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SETTINGS_UPDATE_CHANGES,
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SETTINGS_IMPORT,
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SETTINGS_EXPORT_PREFERENCES,
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SETTINGS_PREFERENCES,
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SETTINGS_OPTIMIZED_PRESETS,
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SETTINGS_SHOW_ANIMATION,
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SETTINGS_LOAD_EXPORT_TEMPLATES,
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SETTINGS_HELP,
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SETTINGS_ABOUT,
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SOURCES_REIMPORT,
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DEPENDENCY_LOAD_CHANGED_IMAGES,
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DEPENDENCY_UPDATE_IMPORTED,
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IMPORT_PLUGIN_BASE=100,
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OBJECT_METHOD_BASE=500
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};
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enum DockSlot {
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DOCK_SLOT_LEFT_UL,
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DOCK_SLOT_LEFT_BL,
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DOCK_SLOT_LEFT_UR,
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DOCK_SLOT_LEFT_BR,
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DOCK_SLOT_RIGHT_UL,
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DOCK_SLOT_RIGHT_BL,
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DOCK_SLOT_RIGHT_UR,
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DOCK_SLOT_RIGHT_BR,
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DOCK_SLOT_MAX
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};
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//Node *edited_scene; //scene being edited
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Viewport *scene_root; //root of the scene being edited
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//Ref<ResourceImportMetadata> scene_import_metadata;
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Control* scene_root_parent;
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Control *gui_base;
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VBoxContainer *main_vbox;
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//split
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HSplitContainer *left_l_hsplit;
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VSplitContainer *left_l_vsplit;
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HSplitContainer *left_r_hsplit;
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VSplitContainer *left_r_vsplit;
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HSplitContainer *main_hsplit;
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HSplitContainer *right_hsplit;
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VSplitContainer *right_l_vsplit;
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VSplitContainer *right_r_vsplit;
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VSplitContainer *center_split;
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//main tabs
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Tabs *scene_tabs;
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int old_split_ofs;
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VSplitContainer *top_split;
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HBoxContainer *bottom_hb;
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Control *vp_base;
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PaneDrag *pd;
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//PaneDrag *pd_anim;
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TextureButton *anim_close;
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Panel *menu_panel;
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//HSplitContainer *editor_hsplit;
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//VSplitContainer *editor_vsplit;
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HBoxContainer *menu_hb;
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Control *viewport;
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MenuButton *file_menu;
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MenuButton *import_menu;
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ToolButton *export_button;
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ToolButton *prev_scene;
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MenuButton *object_menu;
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MenuButton *settings_menu;
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ToolButton *play_button;
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MenuButton *native_play_button;
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ToolButton *pause_button;
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ToolButton *stop_button;
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ToolButton *run_settings_button;
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ToolButton *animation_menu;
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ToolButton *play_scene_button;
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ToolButton *play_custom_scene_button;
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ToolButton *live_debug_button;
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TextureProgress *audio_vu;
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MenuButton *fileserver_menu;
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TextEdit *load_errors;
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AcceptDialog *load_error_dialog;
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Control *scene_root_base;
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Ref<Theme> theme;
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PopupMenu *recent_scenes;
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Button *property_back;
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Button *property_forward;
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SceneTreeDock *scene_tree_dock;
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ResourcesDock *resources_dock;
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PropertyEditor *property_editor;
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ScenesDock *scenes_dock;
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EditorRunNative *run_native;
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CallDialog *call_dialog;
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ConfirmationDialog *confirmation;
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ConfirmationDialog *import_confirmation;
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ConfirmationDialog *open_recent_confirmation;
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AcceptDialog *accept;
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AcceptDialog *about;
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AcceptDialog *warning;
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//OptimizedPresetsDialog *optimized_presets;
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EditorSettingsDialog *settings_config_dialog;
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RunSettingsDialog *run_settings_dialog;
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ProjectSettings *project_settings;
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EditorFileDialog *file;
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FileDialog *file_templates;
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FileDialog *file_export;
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FileDialog *file_export_lib;
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FileDialog *file_script;
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CheckButton *file_export_check;
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CheckButton *file_export_lib_merge;
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LineEdit *file_export_password;
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String current_path;
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MenuButton *update_menu;
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ToolButton *sources_button;
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//TabContainer *prop_pallete;
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//TabContainer *top_pallete;
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String defer_load_scene;
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String defer_translatable;
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String defer_optimize;
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String defer_optimize_preset;
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String defer_export;
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String defer_export_platform;
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bool defer_export_debug;
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Node *_last_instanced_scene;
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PanelContainer *animation_panel;
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HBoxContainer *animation_panel_hb;
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VBoxContainer *animation_vb;
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EditorPath *editor_path;
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AnimationKeyEditor *animation_editor;
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EditorLog *log;
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CenterContainer *tabs_center;
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EditorQuickOpen *quick_open;
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EditorQuickOpen *quick_run;
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Tabs *main_editor_tabs;
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Vector<EditorPlugin*> editor_table;
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EditorReImportDialog *reimport_dialog;
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ImportSettingsDialog *import_settings;
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ProgressDialog *progress_dialog;
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BackgroundProgress *progress_hb;
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TabContainer *dock_slot[DOCK_SLOT_MAX];
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Rect2 dock_select_rect[DOCK_SLOT_MAX];
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int dock_select_rect_over;
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PopupPanel *dock_select_popoup;
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Control *dock_select;
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ToolButton *dock_tab_move_left;
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ToolButton *dock_tab_move_right;
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int dock_popup_selected;
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Timer *dock_drag_timer;
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String _tmp_import_path;
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EditorImportExport *editor_import_export;
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Object *current;
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bool _playing_edited;
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bool reference_resource_mem;
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bool save_external_resources_mem;
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uint64_t saved_version;
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uint64_t last_checked_version;
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bool unsaved_cache;
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String open_navigate;
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bool changing_scene;
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uint32_t circle_step_msec;
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uint64_t circle_step_frame;
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int circle_step;
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Vector<EditorPlugin*> editor_plugins;
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EditorPlugin *editor_plugin_screen;
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EditorPlugin *editor_plugin_over;
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EditorHistory editor_history;
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EditorData editor_data;
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EditorRun editor_run;
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EditorSelection *editor_selection;
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ProjectExport *project_export;
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ProjectExportDialog *project_export_settings;
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EditorResourcePreview *resource_preview;
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EditorFileServer *file_server;
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String external_file;
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List<String> previous_scenes;
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bool opening_prev;
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void _dialog_action(String p_file);
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void _edit_current();
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void _dialog_display_file_error(String p_file,Error p_error);
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int current_option;
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//void _animation_visibility_toggle();
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void _resource_selected(const RES& p_res,const String& p_property="");
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void _menu_option(int p_option);
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void _menu_confirm_current();
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void _menu_option_confirm(int p_option,bool p_confirmed);
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void _property_editor_forward();
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void _property_editor_back();
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void _fs_changed();
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void _sources_changed(bool p_exist);
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void _imported(Node *p_node);
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void _node_renamed();
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void _editor_select(int p_which);
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void _set_scene_metadata();
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void _get_scene_metadata();
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void _update_title();
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void _update_scene_tabs();
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void _close_messages();
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void _show_messages();
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void _vp_resized();
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void _rebuild_import_menu();
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void _save_scene(String p_file);
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void _instance_request(const String& p_path);
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void _property_keyed(const String& p_keyed, const Variant& p_value, bool p_advance);
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void _transform_keyed(Object *sp,const String& p_sub,const Transform& p_key);
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void _update_keying();
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void _hide_top_editors();
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void _quick_opened(const String& p_resource);
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void _quick_run(const String& p_resource);
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void _run(bool p_current=false, const String &p_custom="");
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void _save_optimized();
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void _import_action(const String& p_action);
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void _import(const String &p_file);
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void _add_to_recent_scenes(const String& p_scene);
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void _update_recent_scenes();
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void _open_recent_scene(int p_idx);
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//void _open_recent_scene_confirm();
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String _recent_scene;
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bool convert_old;
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void _unhandled_input(const InputEvent& p_event);
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static void _load_error_notify(void* p_ud,const String& p_text);
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bool has_main_screen() const { return true; }
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void _fetch_translatable_strings(const Object *p_object,Set<StringName>& strings);
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bool _find_editing_changed_scene(Node *p_from);
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String import_reload_fn;
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Set<FileDialog*> file_dialogs;
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Set<EditorFileDialog*> editor_file_dialogs;
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Map<String,Ref<Texture> > icon_type_cache;
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static Ref<Texture> _file_dialog_get_icon(const String& p_path);
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static void _file_dialog_register(FileDialog *p_dialog);
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static void _file_dialog_unregister(FileDialog *p_dialog);
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static void _editor_file_dialog_register(EditorFileDialog *p_dialog);
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static void _editor_file_dialog_unregister(EditorFileDialog *p_dialog);
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void _cleanup_scene();
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void _remove_edited_scene();
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bool _find_and_save_resource(RES p_res,Map<RES,bool>& processed,int32_t flags);
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bool _find_and_save_edited_subresources(Object *obj,Map<RES,bool>& processed,int32_t flags);
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void _save_edited_subresources(Node* scene,Map<RES,bool>& processed,int32_t flags);
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void _find_node_types(Node* p_node, int&count_2d, int&count_3d);
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void _save_scene_with_preview(String p_file);
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struct ExportDefer {
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String platform;
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String path;
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bool debug;
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String password;
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} export_defer;
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static EditorNode *singleton;
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static Vector<EditorNodeInitCallback> _init_callbacks;
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bool _find_scene_in_use(Node* p_node,const String& p_path) const;
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void _dock_select_input(const InputEvent& p_input);
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void _dock_move_left();
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void _dock_move_right();
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void _dock_select_draw();
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void _dock_pre_popup(int p_which);
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void _dock_split_dragged(int ofs);
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void _dock_popup_exit();
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void _scene_tab_changed(int p_tab);
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void _scene_tab_script_edited(int p_tab);
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Dictionary _get_main_scene_state();
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void _set_main_scene_state(Dictionary p_state);
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void _save_docks();
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void _load_docks();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static EditorNode* get_singleton() { return singleton; }
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EditorPlugin *get_editor_plugin_screen() { return editor_plugin_screen; }
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EditorPlugin *get_editor_plugin_over() { return editor_plugin_over; }
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PropertyEditor *get_property_editor() { return property_editor; }
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static void add_editor_plugin(EditorPlugin *p_editor);
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static void remove_editor_plugin(EditorPlugin *p_editor);
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void add_editor_import_plugin(const Ref<EditorImportPlugin>& p_editor_import);
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void remove_editor_import_plugin(const Ref<EditorImportPlugin>& p_editor_import);
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void edit_node(Node *p_node);
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void edit_resource(const Ref<Resource>& p_resource);
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void open_resource(const String& p_type="");
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void save_resource(const Ref<Resource>& p_resource);
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void save_resource_as(const Ref<Resource>& p_resource);
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static bool has_unsaved_changes() { return singleton->unsaved_cache; }
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static HBoxContainer *get_menu_hb() { return singleton->menu_hb; }
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void push_item(Object *p_object,const String& p_property="");
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void open_request(const String& p_path);
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bool is_changing_scene() const;
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static EditorLog *get_log() { return singleton->log; }
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Control* get_viewport();
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AnimationKeyEditor *get_animation_editor() const { return animation_editor; }
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Control *get_animation_panel() { return animation_vb; }
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HBoxContainer *get_animation_panel_hb() { return animation_panel_hb; }
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void animation_editor_make_visible(bool p_visible);
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void hide_animation_player_editors();
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void animation_panel_make_visible(bool p_visible);
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void set_edited_scene(Node *p_scene);
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Node *get_edited_scene() { return editor_data.get_edited_scene_root(); }
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Viewport *get_scene_root() { return scene_root; } //root of the scene being edited
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Error save_optimized_copy(const String& p_scene,const String& p_preset);
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void clear_scene() { _cleanup_scene(); }
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Error load_scene(const String& p_scene);
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Error load_resource(const String& p_scene);
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void set_current_version(uint64_t p_version);
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void set_current_scene(int p_idx);
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static EditorData& get_editor_data() { return singleton->editor_data; }
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static VSplitContainer *get_top_split() { return singleton->top_split; }
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Node* request_instance_scene(const String &p_path);
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ScenesDock *get_scenes_dock();
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static UndoRedo* get_undo_redo() { return &singleton->editor_data.get_undo_redo(); }
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EditorSelection *get_editor_selection() { return editor_selection; }
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Error save_translatable_strings(const String& p_to_file);
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void set_convert_old_scene(bool p_old) { convert_old=p_old; }
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void notify_child_process_exited();
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void stop_child_process();
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Ref<Theme> get_editor_theme() const { return theme; }
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void show_warning(const String& p_text);
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Error export_platform(const String& p_platform, const String& p_path, bool p_debug,const String& p_password,bool p_quit_after=false);
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static void register_editor_types();
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static void unregister_editor_types();
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Control *get_gui_base() { return gui_base; }
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static void add_io_error(const String& p_error);
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static void progress_add_task(const String& p_task,const String& p_label, int p_steps);
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static void progress_task_step(const String& p_task,const String& p_state, int p_step=-1);
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static void progress_end_task(const String& p_task);
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static void progress_add_task_bg(const String& p_task,const String& p_label, int p_steps);
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static void progress_task_step_bg(const String& p_task,int p_step=-1);
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static void progress_end_task_bg(const String& p_task);
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void save_scene(String p_file) { _save_scene(p_file); }
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bool is_scene_in_use(const String& p_path);
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void scan_import_changes();
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void save_layout();
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EditorNode();
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~EditorNode();
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void get_singleton(const char* arg1, bool arg2);
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static void add_init_callback(EditorNodeInitCallback p_callback) { _init_callbacks.push_back(p_callback); }
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};
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struct EditorProgress {
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String task;
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void step(const String& p_state, int p_step=-1) { EditorNode::progress_task_step(task,p_state,p_step); }
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EditorProgress(const String& p_task,const String& p_label,int p_amount) { EditorNode::progress_add_task(p_task,p_label,p_amount); task=p_task; }
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~EditorProgress() { EditorNode::progress_end_task(task); }
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};
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struct EditorProgressBG {
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String task;
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void step(int p_step=-1) { EditorNode::progress_task_step_bg(task,p_step); }
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EditorProgressBG(const String& p_task,const String& p_label,int p_amount) { EditorNode::progress_add_task_bg(p_task,p_label,p_amount); task=p_task; }
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~EditorProgressBG() { EditorNode::progress_end_task_bg(task); }
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};
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#endif
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