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Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
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editor/plugins/script_editor_plugin.h
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394
editor/plugins/script_editor_plugin.h
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/*************************************************************************/
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/* script_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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 SCRIPT_EDITOR_PLUGIN_H
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#define SCRIPT_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "editor/script_create_dialog.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/text_edit.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/tree.h"
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#include "scene/main/timer.h"
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#include "script_language.h"
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#include "editor/code_editor.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/item_list.h"
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#include "editor/editor_help.h"
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class ScriptEditorQuickOpen : public ConfirmationDialog {
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GDCLASS(ScriptEditorQuickOpen,ConfirmationDialog )
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LineEdit *search_box;
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Tree *search_options;
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String function;
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void _update_search();
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void _sbox_input(const InputEvent& p_ie);
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Vector<String> functions;
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void _confirmed();
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void _text_changed(const String& p_newtext);
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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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void popup(const Vector<String>& p_base,bool p_dontclear=false);
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ScriptEditorQuickOpen();
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};
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class ScriptEditorDebugger;
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class ScriptEditorBase : public Control {
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GDCLASS( ScriptEditorBase, Control );
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protected:
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static void _bind_methods();
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public:
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virtual void apply_code()=0;
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virtual Ref<Script> get_edited_script() const=0;
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virtual Vector<String> get_functions()=0;
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virtual void set_edited_script(const Ref<Script>& p_script)=0;
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virtual void reload_text()=0;
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virtual String get_name()=0;
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virtual Ref<Texture> get_icon()=0;
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virtual bool is_unsaved()=0;
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virtual Variant get_edit_state()=0;
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virtual void set_edit_state(const Variant& p_state)=0;
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virtual void goto_line(int p_line,bool p_with_error=false)=0;
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virtual void trim_trailing_whitespace()=0;
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virtual void ensure_focus()=0;
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virtual void tag_saved_version()=0;
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virtual void reload(bool p_soft)=0;
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virtual void get_breakpoints(List<int> *p_breakpoints)=0;
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virtual bool goto_method(const String& p_method)=0;
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virtual void add_callback(const String& p_function,PoolStringArray p_args)=0;
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virtual void update_settings()=0;
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virtual void set_debugger_active(bool p_active)=0;
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virtual bool can_lose_focus_on_node_selection() { return true; }
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virtual void set_tooltip_request_func(String p_method,Object* p_obj)=0;
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virtual Control *get_edit_menu()=0;
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ScriptEditorBase() {}
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};
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typedef ScriptEditorBase* (*CreateScriptEditorFunc)(const Ref<Script>& p_script);
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class EditorScriptCodeCompletionCache;
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class ScriptEditor : public VBoxContainer {
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GDCLASS(ScriptEditor, VBoxContainer );
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EditorNode *editor;
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enum {
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FILE_NEW,
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FILE_OPEN,
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FILE_SAVE,
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FILE_SAVE_AS,
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FILE_SAVE_ALL,
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FILE_IMPORT_THEME,
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FILE_RELOAD_THEME,
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FILE_SAVE_THEME,
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FILE_SAVE_THEME_AS,
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FILE_CLOSE,
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CLOSE_DOCS,
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CLOSE_ALL,
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FILE_TOOL_RELOAD,
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FILE_TOOL_RELOAD_SOFT,
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DEBUG_NEXT,
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DEBUG_STEP,
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DEBUG_BREAK,
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DEBUG_CONTINUE,
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DEBUG_SHOW,
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DEBUG_SHOW_KEEP_OPEN,
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SEARCH_HELP,
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SEARCH_CLASSES,
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SEARCH_WEBSITE,
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HELP_SEARCH_FIND,
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HELP_SEARCH_FIND_NEXT,
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WINDOW_MOVE_LEFT,
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WINDOW_MOVE_RIGHT,
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WINDOW_NEXT,
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WINDOW_PREV,
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WINDOW_SELECT_BASE=100
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};
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enum ScriptSortBy {
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SORT_BY_NAME,
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SORT_BY_PATH,
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};
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enum ScriptListName {
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DISPLAY_NAME,
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DISPLAY_DIR_AND_NAME,
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DISPLAY_FULL_PATH,
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};
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HBoxContainer *menu_hb;
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MenuButton *file_menu;
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MenuButton *edit_menu;
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MenuButton *script_search_menu;
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MenuButton *debug_menu;
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Timer *autosave_timer;
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uint64_t idle;
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Button *help_search;
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Button *site_search;
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Button *class_search;
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EditorHelpSearch *help_search_dialog;
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ItemList *script_list;
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HSplitContainer *script_split;
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TabContainer *tab_container;
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EditorFileDialog *file_dialog;
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ConfirmationDialog *erase_tab_confirm;
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ScriptCreateDialog *script_create_dialog;
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ScriptEditorDebugger* debugger;
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ToolButton *scripts_visible;
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String current_theme;
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TextureRect *script_icon;
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Label *script_name_label;
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ToolButton *script_back;
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ToolButton *script_forward;
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enum {
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SCRIPT_EDITOR_FUNC_MAX=32
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};
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static int script_editor_func_count;
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static CreateScriptEditorFunc script_editor_funcs[SCRIPT_EDITOR_FUNC_MAX];
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struct ScriptHistory {
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Control *control;
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Variant state;
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};
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Vector<ScriptHistory> history;
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int history_pos;
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EditorHelpIndex *help_index;
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void _tab_changed(int p_which);
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void _menu_option(int p_optin);
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Tree *disk_changed_list;
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ConfirmationDialog *disk_changed;
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bool restoring_layout;
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String _get_debug_tooltip(const String&p_text,Node *_ste);
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void _resave_scripts(const String& p_str);
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void _reload_scripts();
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bool _test_script_times_on_disk(Ref<Script> p_for_script=Ref<Script>());
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void _close_tab(int p_idx, bool p_save=true);
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void _close_current_tab();
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void _close_discard_current_tab(const String& p_str);
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void _close_docs_tab();
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void _close_all_tabs();
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void _ask_close_current_unsaved_tab(ScriptEditorBase *current);
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bool grab_focus_block;
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bool pending_auto_reload;
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bool auto_reload_running_scripts;
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void _live_auto_reload_running_scripts();
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void _update_selected_editor_menu();
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EditorScriptCodeCompletionCache *completion_cache;
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void _editor_play();
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void _editor_pause();
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void _editor_stop();
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int edit_pass;
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void _add_callback(Object *p_obj, const String& p_function, const PoolStringArray& p_args);
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void _res_saved_callback(const Ref<Resource>& p_res);
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bool trim_trailing_whitespace_on_save;
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void _trim_trailing_whitespace(TextEdit *tx);
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void _goto_script_line2(int p_line);
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void _goto_script_line(REF p_script,int p_line);
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void _breaked(bool p_breaked,bool p_can_debug);
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void _show_debugger(bool p_show);
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void _update_window_menu();
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void _script_created(Ref<Script> p_script);
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void _save_layout();
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void _editor_settings_changed();
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void _autosave_scripts();
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void _update_script_names();
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void _script_selected(int p_idx);
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void _find_scripts(Node* p_base, Node* p_current,Set<Ref<Script> >& used);
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void _tree_changed();
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void _script_split_dragged(float);
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void _unhandled_input(const InputEvent& p_event);
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void _help_search(String p_text);
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void _history_forward();
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void _history_back();
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bool waiting_update_names;
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void _help_class_open(const String& p_class);
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void _help_class_goto(const String& p_desc);
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void _update_history_arrows();
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void _save_history();
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void _go_to_tab(int p_idx);
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void _update_history_pos(int p_new_pos);
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void _update_script_colors();
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void _update_modified_scripts_for_external_editor(Ref<Script> p_for_script=Ref<Script>());
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int file_dialog_option;
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void _file_dialog_action(String p_file);
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static void _open_script_request(const String& p_path);
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static ScriptEditor *script_editor;
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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 ScriptEditor *get_singleton() { return script_editor; }
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void ensure_focus_current();
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void apply_scripts() const;
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void ensure_select_current();
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void edit(const Ref<Script>& p_script,bool p_grab_focus=true);
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Dictionary get_state() const;
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void set_state(const Dictionary& p_state);
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void clear();
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void get_breakpoints(List<String> *p_breakpoints);
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//void swap_lines(TextEdit *tx, int line1, int line2);
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void save_all_scripts();
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void set_window_layout(Ref<ConfigFile> p_layout);
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void get_window_layout(Ref<ConfigFile> p_layout);
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void set_scene_root_script( Ref<Script> p_script );
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bool script_go_to_method(Ref<Script> p_script, const String& p_method);
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virtual void edited_scene_changed();
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void close_builtin_scripts_from_scene(const String& p_scene);
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void goto_help(const String& p_desc) { _help_class_goto(p_desc); }
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bool can_take_away_focus() const;
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ScriptEditorDebugger *get_debugger() { return debugger; }
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void set_live_auto_reload_running_scripts(bool p_enabled);
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static void register_create_script_editor_function(CreateScriptEditorFunc p_func);
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ScriptEditor(EditorNode *p_editor);
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~ScriptEditor();
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};
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class ScriptEditorPlugin : public EditorPlugin {
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GDCLASS( ScriptEditorPlugin, EditorPlugin );
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ScriptEditor *script_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Script"; }
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bool has_main_screen() const { return true; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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virtual void selected_notify();
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Dictionary get_state() const;
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virtual void set_state(const Dictionary& p_state);
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virtual void clear();
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virtual void save_external_data();
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virtual void apply_changes();
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virtual void restore_global_state();
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virtual void save_global_state();
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virtual void set_window_layout(Ref<ConfigFile> p_layout);
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virtual void get_window_layout(Ref<ConfigFile> p_layout);
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virtual void get_breakpoints(List<String> *p_breakpoints);
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virtual void edited_scene_changed();
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ScriptEditorPlugin(EditorNode *p_node);
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~ScriptEditorPlugin();
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};
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#endif // SCRIPT_EDITOR_PLUGIN_H
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