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Clean up/refactor GraphNode and make it more flexible
Split GraphNode into GraphElement and GraphNode, add custom titlebar, and adjust theming.
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@@ -31,11 +31,33 @@
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#ifndef GRAPH_NODE_H
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#define GRAPH_NODE_H
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#include "scene/gui/container.h"
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#include "scene/resources/text_line.h"
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#include "scene/gui/graph_element.h"
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class GraphNode : public Container {
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GDCLASS(GraphNode, Container);
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class HBoxContainer;
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class GraphNode : public GraphElement {
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GDCLASS(GraphNode, GraphElement);
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struct Slot {
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bool enable_left = false;
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int type_left = 0;
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Color color_left = Color(1, 1, 1, 1);
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Ref<Texture2D> custom_port_icon_left;
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bool enable_right = false;
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int type_right = 0;
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Color color_right = Color(1, 1, 1, 1);
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Ref<Texture2D> custom_port_icon_right;
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bool draw_stylebox = true;
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};
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struct PortCache {
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Vector2 pos;
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int slot_index;
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int type = 0;
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Color color;
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};
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struct _MinSizeCache {
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int min_size;
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@@ -43,158 +65,77 @@ class GraphNode : public Container {
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int final_size;
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};
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public:
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enum Overlay {
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OVERLAY_DISABLED,
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OVERLAY_BREAKPOINT,
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OVERLAY_POSITION
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};
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private:
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struct Slot {
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bool enable_left = false;
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int type_left = 0;
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Color color_left = Color(1, 1, 1, 1);
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bool enable_right = false;
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int type_right = 0;
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Color color_right = Color(1, 1, 1, 1);
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Ref<Texture2D> custom_slot_left;
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Ref<Texture2D> custom_slot_right;
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bool draw_stylebox = true;
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};
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HBoxContainer *titlebar_hbox = nullptr;
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Label *title_label = nullptr;
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String title;
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Ref<TextLine> title_buf;
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String language;
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TextDirection text_direction = TEXT_DIRECTION_AUTO;
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bool show_close = false;
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Vector2 position_offset;
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bool comment = false;
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bool resizable = false;
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bool draggable = true;
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bool selectable = true;
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bool resizing = false;
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Vector2 resizing_from;
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Vector2 resizing_from_size;
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Rect2 close_rect;
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Vector<int> cache_y;
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struct PortCache {
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Vector2 position;
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int height;
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int slot_idx;
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int type = 0;
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Color color;
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};
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Vector<PortCache> left_port_cache;
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Vector<PortCache> right_port_cache;
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HashMap<int, Slot> slot_info;
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HashMap<int, Slot> slot_table;
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bool connpos_dirty = true;
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Vector<int> slot_y_cache;
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void _connpos_update();
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void _resort();
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void _shape();
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bool port_pos_dirty = true;
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Vector2 drag_from;
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bool selected = false;
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Overlay overlay = OVERLAY_DISABLED;
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#ifdef TOOLS_ENABLED
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void _edit_set_position(const Point2 &p_position) override;
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#endif
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void _port_pos_update();
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protected:
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virtual void gui_input(const Ref<InputEvent> &p_ev) override;
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _resort() override;
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virtual void draw_port(int p_slot_index, Point2i p_pos, bool p_left, const Color &p_color);
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GDVIRTUAL4(_draw_port, int, Point2i, bool, const Color &);
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _validate_property(PropertyInfo &p_property) const;
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public:
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void set_slot(int p_idx, bool p_enable_left, int p_type_left, const Color &p_color_left, bool p_enable_right, int p_type_right, const Color &p_color_right, const Ref<Texture2D> &p_custom_left = Ref<Texture2D>(), const Ref<Texture2D> &p_custom_right = Ref<Texture2D>(), bool p_draw_stylebox = true);
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void clear_slot(int p_idx);
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void clear_all_slots();
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bool is_slot_enabled_left(int p_idx) const;
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void set_slot_enabled_left(int p_idx, bool p_enable_left);
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void set_slot_type_left(int p_idx, int p_type_left);
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int get_slot_type_left(int p_idx) const;
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void set_slot_color_left(int p_idx, const Color &p_color_left);
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Color get_slot_color_left(int p_idx) const;
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bool is_slot_enabled_right(int p_idx) const;
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void set_slot_enabled_right(int p_idx, bool p_enable_right);
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void set_slot_type_right(int p_idx, int p_type_right);
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int get_slot_type_right(int p_idx) const;
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void set_slot_color_right(int p_idx, const Color &p_color_right);
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Color get_slot_color_right(int p_idx) const;
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bool is_slot_draw_stylebox(int p_idx) const;
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void set_slot_draw_stylebox(int p_idx, bool p_enable);
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void set_title(const String &p_title);
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String get_title() const;
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void set_text_direction(TextDirection p_text_direction);
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TextDirection get_text_direction() const;
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HBoxContainer *get_titlebar_hbox();
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void set_language(const String &p_language);
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String get_language() const;
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void set_slot(int p_slot_index, bool p_enable_left, int p_type_left, const Color &p_color_left, bool p_enable_right, int p_type_right, const Color &p_color_right, const Ref<Texture2D> &p_custom_left = Ref<Texture2D>(), const Ref<Texture2D> &p_custom_right = Ref<Texture2D>(), bool p_draw_stylebox = true);
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void clear_slot(int p_slot_index);
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void clear_all_slots();
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void set_position_offset(const Vector2 &p_offset);
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Vector2 get_position_offset() const;
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bool is_slot_enabled_left(int p_slot_index) const;
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void set_slot_enabled_left(int p_slot_index, bool p_enable);
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void set_selected(bool p_selected);
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bool is_selected();
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void set_slot_type_left(int p_slot_index, int p_type);
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int get_slot_type_left(int p_slot_index) const;
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void set_drag(bool p_drag);
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Vector2 get_drag_from();
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void set_slot_color_left(int p_slot_index, const Color &p_color);
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Color get_slot_color_left(int p_slot_index) const;
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void set_show_close_button(bool p_enable);
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bool is_close_button_visible() const;
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bool is_slot_enabled_right(int p_slot_index) const;
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void set_slot_enabled_right(int p_slot_index, bool p_enable);
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int get_connection_input_count();
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int get_connection_input_height(int p_port);
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Vector2 get_connection_input_position(int p_port);
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int get_connection_input_type(int p_port);
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Color get_connection_input_color(int p_port);
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int get_connection_input_slot(int p_port);
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void set_slot_type_right(int p_slot_index, int p_type);
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int get_slot_type_right(int p_slot_index) const;
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int get_connection_output_count();
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int get_connection_output_height(int p_port);
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Vector2 get_connection_output_position(int p_port);
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int get_connection_output_type(int p_port);
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Color get_connection_output_color(int p_port);
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int get_connection_output_slot(int p_port);
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void set_slot_color_right(int p_slot_index, const Color &p_color);
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Color get_slot_color_right(int p_slot_index) const;
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void set_overlay(Overlay p_overlay);
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Overlay get_overlay() const;
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bool is_slot_draw_stylebox(int p_slot_index) const;
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void set_slot_draw_stylebox(int p_slot_index, bool p_enable);
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void set_resizable(bool p_enable);
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bool is_resizable() const;
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int get_input_port_count();
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Vector2 get_input_port_position(int p_port_idx);
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int get_input_port_type(int p_port_idx);
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Color get_input_port_color(int p_port_idx);
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int get_input_port_slot(int p_port_idx);
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void set_draggable(bool p_draggable);
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bool is_draggable();
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void set_selectable(bool p_selectable);
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bool is_selectable();
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int get_output_port_count();
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Vector2 get_output_port_position(int p_port_idx);
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int get_output_port_type(int p_port_idx);
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Color get_output_port_color(int p_port_idx);
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int get_output_port_slot(int p_port_idx);
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virtual Size2 get_minimum_size() const override;
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@@ -203,13 +144,7 @@ public:
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virtual Vector<int> get_allowed_size_flags_horizontal() const override;
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virtual Vector<int> get_allowed_size_flags_vertical() const override;
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bool is_resizing() const {
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return resizing;
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}
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GraphNode();
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};
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VARIANT_ENUM_CAST(GraphNode::Overlay)
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#endif // GRAPH_NODE_H
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