Add addon database
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"""
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class GDDBLoadResourcePathDlg
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"""
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class_name GDDBLoadResourcePathDlg
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tool
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extends FileDialog
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# TODO: put this list in a config file
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const file_filters = [
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# Godot resource file types
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"*.res, *.tres ; Godot resource file types",
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# Godot scene files
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"*.scn, *.tscn, *escn ; Godot scene file types",
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# Code file types
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"*.gd, *.cs, *.h, *.c, *.hpp, *.cpp ; Code file types",
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# Shader file types
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"*.shader ; Shader file types",
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# material file types
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"*.mat ; Material file types",
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# mesh file types
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"*.dae, *.gltf, *.obj, *.fbx ; Mesh file types",
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# animation file types
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"*.anim ; Animation file types",
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# font file types
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"*.ttf, *.otf ; Font file types",
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# image file types
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"*.png, *.jpg, *.jpeg, *.tiff, *.tga, *.bmp, *.webp, *.gif, *.hdr ; Images file types",
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# soung file types
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"*.snd, *.wav, *.ogg, *.mp3 ; Sound file types",
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# video file types
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"*.ogg, *.mpg, *.mpeg, *.avi, *.mov, *.mp4, *.webm ; Video file types",
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# text file types
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"*.txt, *.csv, *.json, *.xml, *.cfg, *.ini ; Text file types",
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# document file types
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"*.doc, *.docx, *.xls, *.xlsx, *.odt, *.ods, *.pdf ; Doc file types",
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# binary data file types
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"*.dat, *.raw ; Binary data file types"
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]
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var m_prop_id = gddb_constants.c_invalid_id
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var m_row_idx = gddb_constants.c_invalid_id
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# Called when the node enters the scene tree for the first time.
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func _ready():
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set_filters(PoolStringArray(file_filters))
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# sets the property id
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func set_prop_id(prop_id : int) -> void :
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m_prop_id = prop_id
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# returns the property id
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func get_prop_id() -> int :
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return m_prop_id
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# sets the row index
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func set_row_idx(row_idx : int) -> void :
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m_row_idx = row_idx
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# returns the row index
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func get_row_idx() -> int :
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return m_row_idx
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