Added Dictionary.values()
This commit is contained in:
parent
56348cbbfe
commit
dcce477f5e
4 changed files with 78 additions and 58 deletions
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@ -199,6 +199,18 @@ Array Dictionary::keys() const {
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}
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Array Dictionary::values() const {
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Array varr;
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varr.resize(size());
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const Variant *key=NULL;
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int i=0;
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while((key=next(key))){
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varr[i++] = _p->variant_map[*key];
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}
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return varr;
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}
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const Variant* Dictionary::next(const Variant* p_key) const {
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return _p->variant_map.next(p_key);
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@ -250,5 +262,3 @@ Dictionary::~Dictionary() {
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_unref();
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}
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@ -81,6 +81,7 @@ public:
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const Variant* next(const Variant* p_key=NULL) const;
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Array keys() const;
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Array values() const;
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Dictionary(const Dictionary& p_from);
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Dictionary(bool p_shared=false);
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@ -445,6 +445,7 @@ static void _call_##m_type##_##m_method(Variant& r_ret,Variant& p_self,const Var
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VCALL_LOCALMEM1(Dictionary,erase);
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VCALL_LOCALMEM0R(Dictionary,hash);
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VCALL_LOCALMEM0R(Dictionary,keys);
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VCALL_LOCALMEM0R(Dictionary,values);
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VCALL_LOCALMEM1R(Dictionary,parse_json);
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VCALL_LOCALMEM0R(Dictionary,to_json);
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@ -1434,6 +1435,7 @@ _VariantCall::addfunc(Variant::m_vtype,Variant::m_ret,_SCS(#m_method),VCALL(m_cl
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ADDFUNC1(DICTIONARY,NIL,Dictionary,erase,NIL,"value",varray());
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ADDFUNC0(DICTIONARY,INT,Dictionary,hash,varray());
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ADDFUNC0(DICTIONARY,ARRAY,Dictionary,keys,varray());
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ADDFUNC0(DICTIONARY,ARRAY,Dictionary,values,varray());
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ADDFUNC1(DICTIONARY,INT,Dictionary,parse_json,STRING,"json",varray());
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ADDFUNC0(DICTIONARY,STRING,Dictionary,to_json,varray());
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@ -9015,7 +9015,7 @@
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</argument>
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<description>
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Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Changing the anchor mode converts the current margin offset from the previous anchor mode to the new one, so margin offsets ([method set_margin]) must be done after setting anchors, or at the same time ([method set_anchor_and_margin])
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Additionally, [code]keep_margin[/code] controls whether margins should be left the same, or changed to keep the same position and size on-screen.
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</description>
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</method>
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@ -10312,7 +10312,7 @@ This approximation makes straight segments between each point, then subdivides t
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<return type="Array">
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</return>
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<description>
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Return the list of keys in the dictionary.
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Return the list of keys in the [Dictionary].
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</description>
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</method>
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<method name="parse_json">
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@ -10338,6 +10338,13 @@ This approximation makes straight segments between each point, then subdivides t
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Return the dictionary as json text.
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</description>
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</method>
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<method name="values">
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<return type="Array">
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</return>
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<description>
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Return the list of values in the [Dictionary].
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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@ -10671,14 +10678,14 @@ This approximation makes straight segments between each point, then subdivides t
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This function is called for each file exported and
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depending from the return value one of many things
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might happen.
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1) If returned value is null, the file is exported
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as is.
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2) If the returned value is a RawAray (array of
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bytes), the content of that array becomes the new
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file being exported.
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3) If the file must also change it's name when
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exported, then a [Dictionary] must be returned with
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two fields: 'name' with the new filename and 'data'
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@ -10848,8 +10855,8 @@ This approximation makes straight segments between each point, then subdivides t
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</brief_description>
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<description>
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Import plugins make it easy to handle importing of external assets
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into a project.
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into a project.
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They way they work is not that obvious though, so please make sure
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to read the documentation, tutorials and examples.
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</description>
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@ -10872,7 +10879,7 @@ This approximation makes straight segments between each point, then subdivides t
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when exported. The only exception is in some cases
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when the file must be re-imported for different
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platforms (ie. texture compression).
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If you want to customize the export process, it's
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recommended to use [EditorExportPlugin.custom_export]
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instead.
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@ -10884,7 +10891,7 @@ This approximation makes straight segments between each point, then subdivides t
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<description>
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Get the name of the import plugin, which will be
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used to identify content imported by this plugin.
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Try to use lowecase and underscores if possible.
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</description>
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</method>
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@ -10909,23 +10916,23 @@ This approximation makes straight segments between each point, then subdivides t
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(from the dialog) or re-import
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(manual or automatic when external source files
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changed).
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An import process generally works like this:
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1) Check the metadata for source files and options.
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Metadata is either generated in the import dialog or
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taken from an existing resource upon reimport.
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2) Perform the import process into a new resource.
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Some times the resource being re-imported may be already loaded
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and in use, so checking for this by using
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[ResourceLoader.has] is recommended. Otherwise
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create a new resource.
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3) Set the metadata from the argument into the existing or new
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resource being created using
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[Resource.set_import_metadata].
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4) Save the resource into 'path' (function argument)
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</description>
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</method>
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@ -10938,12 +10945,12 @@ This approximation makes straight segments between each point, then subdivides t
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when the user chooses to re-import the resource
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(from filesystem). In the later case, the path for
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the existing file is supplied in the argument.
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If the path is supplied, it is recommended to read
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the import metadata with
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[ResourceLoader.load_import_metadata] and fill in
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the fields with the values contained there.
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The dialog can be shown in any way (just use a
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ConfirmationDialog and pop it up). Upon
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confirmation, fill up a ResourceImportMetadata and
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@ -11000,8 +11007,8 @@ This approximation makes straight segments between each point, then subdivides t
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This method is called when the editor is about to
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save the project, switch to another tab, etc. It
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asks the plugin to apply any pending state changes
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to ensure consistency.
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to ensure consistency.
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This is used, for example, in shader editors to let
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the plugin know that it must apply the shader code
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being written by the user to the object.
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@ -11045,7 +11052,7 @@ This approximation makes straight segments between each point, then subdivides t
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object type derived from CanvasItem to capture the input in the 2D editor
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viewport. The function is only being called if your
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object is being edited.
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Return true if you want to capture the input,
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otherwise false.
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</description>
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given objet type derived from Spatial to capture the
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input of the viewport. The function is only being
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called if your object is being edited.
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By using the [InputEvent] and the [Camera] arguments
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it's pretty easy to do raycasts into space using
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Camera functions.
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Return true if you want to capture the input,
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otherwise false.
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</description>
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This function will be called when the editor is
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requested to become visible. It is used for plugins
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that edit a specific object type.
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Remember that you have to manage the visibility of
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all your editor controls manually.
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</description>
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@ -11149,11 +11156,11 @@ This approximation makes straight segments between each point, then subdivides t
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Add a custom control to a container (see
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CONTAINER_* enum). There are many locations where
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custom controls can be added in the editor UI.
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Please remember that you have to manage the
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visibility of your custom controls yourself (and likely
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hide it after adding it).
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If your plugin is being removed, also make sure to
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remove your custom controls too.
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</description>
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@ -11166,7 +11173,7 @@ This approximation makes straight segments between each point, then subdivides t
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<description>
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Add a control to the bottom panel (together with
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Output, Debug, Animation, etc).
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If your plugin is being removed, also make sure to
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remove your control by calling [method
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remove_control_from_bottom_panel].
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</argument>
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<description>
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Add the control to a specific dock slot (see DOCK_*
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enum for options).
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enum for options).
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If the dock is repositioned and as long as the
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plugin is active, the editor will save the dock
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position on further sessions.
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If your plugin is being removed, also make sure to
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remove your control by calling [method
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remove_control_from_docks].
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Add a custom type, which will appear in the list of
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nodes or resources. An icon can be optionally
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passed.
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When given node or resource is selected, the base
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type will be instanced (ie, "Spatial", "Control",
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"Resource"), then the script will be loaded and set
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to this object.
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You can use the [EditorPlugin.handles] to check if
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your custom object is being edited by checking the
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script or using 'extends' keyword.
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script or using 'extends' keyword.
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During run-time, this will be a simple object with a
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script so this function does not need to be called
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then.
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Add an import plugin. These plugins manage importing
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external content (from outside the project) into
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formats the engine can understand.
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On exit, don't forget to remove the plugin by
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calling [method remove_import_plugin]
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</description>
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<description>
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This function is called upon import with the
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imported scene.
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Just do any changes desired to the scene and return
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it. If null is returned, import will fail and throw
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an error to the user.
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<description>
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Object that holds the project-independent editor settings. These
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settings are generally visible in the Editor Settings menu.
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Accessing the settings is done by using the regular [Object] API,
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such as.
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settings.set(prop,value)
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settings.get(prop)
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list_of_settings = settings.get_property_list()
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</description>
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<methods>
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<description>
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Get the global settings path for the engine. Inside
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this path you can find some standard paths such as:
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settings/tmp - used for temporary storage of files
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settings/templates - where export templates are
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located
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</description>
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<description>
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Commit a handle being edited (handles must have been
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prevously added by [method add_handles]).
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If the cancel parameter is true, an option to
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restore the edited value to the original is
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provided.
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<description>
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Get the name of an edited handle (handles must have
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been previously added by [method add_handles]).
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Handles can be named for reference to the user when editing.
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</description>
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</method>
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<description>
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This function is used when the user drags a gizmo
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handle (previously added with [method add_handles])
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in screen coordinates.
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in screen coordinates.
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The [Camera] is also provided
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so screen coordinates can be converted to raycasts.
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</description>
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Add lines to the gizmo (as sets of 2 points), with a
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given material. The lines are used for visualizing
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the gizmo.
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Call this function during [method redraw].
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</description>
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</method>
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<description>
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Add a mesh to the gizmo, this is used for
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visualization.
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Call this function during [method redraw].
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</description>
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</method>
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Add collision triangles to the gizmo for picking. A
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[TriangleMesh] can be generated from a regular
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[Mesh] too.
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Call this function during [method redraw].
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</description>
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</method>
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</argument>
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<description>
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Add an unscaled billboard for visualization.
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Call this function during [method redraw].
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</description>
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</method>
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<description>
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Add a list of handles (points) which can be used to
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deform the object being edited.
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There are virtual functions which will be called
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upon editing of these handles.
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Call this function during [method redraw].
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</description>
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</method>
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<description>
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Call this function once and upon creation of the
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gizmo, otherwise no other function will work.
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The argument is the node being edited by the gizmo.
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</description>
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</method>
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Hyper-text transfer protocol client.
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</brief_description>
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<description>
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Hyper-text transfer protocol client. Supports SSL and SSL server certificate verification.
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Hyper-text transfer protocol client. Supports SSL and SSL server certificate verification.
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Can be reused to connect to different hosts and make many requests.
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</description>
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<methods>
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A Node with the ability to send HTTP requests.
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</brief_description>
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<description>
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A Node with the ability to send HTTP requests. Uses a [HTTPClient] internally, supports HTTPS.
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A Node with the ability to send HTTP requests. Uses a [HTTPClient] internally, supports HTTPS.
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Can be used to make HTTP requests or download files via HTTP.
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</description>
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<methods>
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<description>
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Helper to maange UndoRedo in the editor or custom tools. It works by
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storing calls to functions in both 'do' an 'undo' lists.
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Common behavior is to create an action, then add do/undo calls to
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functions or property changes, then commiting the action.
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</description>
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<description>
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Get the version, each time a new action is commited,
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the version number of the UndoRedo is increased
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automatically.
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automatically.
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This is useful mostly to check if something changed
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from a saved version.
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</description>
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