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