C#: Move build button to EditorRunBar
- Move C# build button to `EditorRunBar`. - Add C# build icon. - Add shortcut macros to `GodotTools`. - Move C# build shortcuts to C#.
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@ -348,6 +348,10 @@ bool EditorRunBar::is_movie_maker_enabled() const {
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return write_movie_button->is_pressed();
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}
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HBoxContainer *EditorRunBar::get_buttons_container() {
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return main_hbox;
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}
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void EditorRunBar::_bind_methods() {
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ADD_SIGNAL(MethodInfo("play_pressed"));
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ADD_SIGNAL(MethodInfo("stop_pressed"));
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@ -359,7 +363,7 @@ EditorRunBar::EditorRunBar() {
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main_panel = memnew(PanelContainer);
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add_child(main_panel);
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HBoxContainer *main_hbox = memnew(HBoxContainer);
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main_hbox = memnew(HBoxContainer);
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main_panel->add_child(main_hbox);
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play_button = memnew(Button);
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@ -39,6 +39,7 @@ class Button;
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class EditorRunNative;
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class EditorQuickOpen;
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class PanelContainer;
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class HBoxContainer;
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class EditorRunBar : public MarginContainer {
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GDCLASS(EditorRunBar, MarginContainer);
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@ -53,6 +54,7 @@ class EditorRunBar : public MarginContainer {
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};
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PanelContainer *main_panel = nullptr;
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HBoxContainer *main_hbox = nullptr;
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Button *play_button = nullptr;
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Button *pause_button = nullptr;
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@ -109,6 +111,8 @@ public:
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Button *get_pause_button() { return pause_button; }
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HBoxContainer *get_buttons_container();
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EditorRunBar();
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};
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@ -1197,8 +1197,6 @@ void CSharpLanguage::_editor_init_callback() {
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// Add plugin to EditorNode and enable it
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EditorNode::add_editor_plugin(godotsharp_editor);
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ED_SHORTCUT("mono/build_solution", TTR("Build Solution"), KeyModifierMask::ALT | Key::B);
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ED_SHORTCUT_OVERRIDE("mono/build_solution", "macos", KeyModifierMask::META | KeyModifierMask::CTRL | Key::B);
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godotsharp_editor->enable_plugin();
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get_singleton()->godotsharp_editor = godotsharp_editor;
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@ -114,7 +114,7 @@ namespace GodotTools.Build
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var toolBarHBox = new HBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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AddChild(toolBarHBox);
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_buildMenuBtn = new MenuButton { Text = "Build", Icon = GetThemeIcon("Play", "EditorIcons") };
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_buildMenuBtn = new MenuButton { Text = "Build", Icon = GetThemeIcon("BuildCSharp", "EditorIcons") };
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toolBarHBox.AddChild(_buildMenuBtn);
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var buildMenu = _buildMenuBtn.GetPopup();
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@ -184,7 +184,7 @@ namespace GodotTools.Build
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if (what == NotificationThemeChanged)
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{
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if (_buildMenuBtn != null)
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_buildMenuBtn.Icon = GetThemeIcon("Play", "EditorIcons");
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_buildMenuBtn.Icon = GetThemeIcon("BuildCSharp", "EditorIcons");
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if (_errorsBtn != null)
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_errorsBtn.Icon = GetThemeIcon("StatusError", "EditorIcons");
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if (_warningsBtn != null)
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@ -497,18 +497,20 @@ namespace GodotTools
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AddToolSubmenuItem("C#", _menuPopup);
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var buildSolutionShortcut = (Shortcut)EditorShortcut("mono/build_solution");
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_toolBarBuildButton = new Button
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{
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Text = "Build",
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TooltipText = "Build Solution".TTR(),
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Flat = true,
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Icon = editorBaseControl.GetThemeIcon("BuildCSharp", "EditorIcons"),
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FocusMode = Control.FocusModeEnum.None,
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Shortcut = buildSolutionShortcut,
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ShortcutInTooltip = true
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Shortcut = EditorDefShortcut("mono/build_solution", "Build Project".TTR(), (Key)KeyModifierMask.MaskAlt | Key.B),
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ShortcutInTooltip = true,
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};
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EditorShortcutOverride("mono/build_solution", "macos", (Key)KeyModifierMask.MaskMeta | (Key)KeyModifierMask.MaskCtrl | Key.B);
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_toolBarBuildButton.Pressed += BuildProjectPressed;
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AddControlToContainer(CustomControlContainer.Toolbar, _toolBarBuildButton);
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Internal.EditorPlugin_AddControlToEditorRunBar(_toolBarBuildButton);
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// Move Build button so it appears to the left of the Play button.
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_toolBarBuildButton.GetParent().MoveChild(_toolBarBuildButton, 0);
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if (File.Exists(GodotSharpDirs.ProjectCsProjPath))
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{
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@ -29,11 +29,26 @@ namespace GodotTools.Internals
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return Variant.CreateTakingOwnershipOfDisposableValue(result);
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}
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public static Variant EditorShortcut(string setting)
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public static Shortcut EditorDefShortcut(string setting, string name, Key keycode = Key.None, bool physical = false)
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{
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using godot_string settingIn = Marshaling.ConvertStringToNative(setting);
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Internal.godot_icall_Globals_EditorShortcut(settingIn, out godot_variant result);
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return Variant.CreateTakingOwnershipOfDisposableValue(result);
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using godot_string nameIn = Marshaling.ConvertStringToNative(name);
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Internal.godot_icall_Globals_EditorDefShortcut(settingIn, nameIn, keycode, physical.ToGodotBool(), out godot_variant result);
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return (Shortcut)Variant.CreateTakingOwnershipOfDisposableValue(result);
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}
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public static Shortcut EditorGetShortcut(string setting)
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{
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using godot_string settingIn = Marshaling.ConvertStringToNative(setting);
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Internal.godot_icall_Globals_EditorGetShortcut(settingIn, out godot_variant result);
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return (Shortcut)Variant.CreateTakingOwnershipOfDisposableValue(result);
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}
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public static void EditorShortcutOverride(string setting, string feature, Key keycode = Key.None, bool physical = false)
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{
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using godot_string settingIn = Marshaling.ConvertStringToNative(setting);
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using godot_string featureIn = Marshaling.ConvertStringToNative(feature);
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Internal.godot_icall_Globals_EditorShortcutOverride(settingIn, featureIn, keycode, physical.ToGodotBool());
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}
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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@ -54,6 +54,9 @@ namespace GodotTools.Internals
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public static void EditorRunStop() => godot_icall_Internal_EditorRunStop();
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public static void EditorPlugin_AddControlToEditorRunBar(Control control) =>
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godot_icall_Internal_EditorPlugin_AddControlToEditorRunBar(control.NativeInstance);
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public static void ScriptEditorDebugger_ReloadScripts() =>
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godot_icall_Internal_ScriptEditorDebugger_ReloadScripts();
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@ -137,6 +140,8 @@ namespace GodotTools.Internals
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private static partial void godot_icall_Internal_EditorRunStop();
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private static partial void godot_icall_Internal_EditorPlugin_AddControlToEditorRunBar(IntPtr p_control);
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private static partial void godot_icall_Internal_ScriptEditorDebugger_ReloadScripts();
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private static partial void godot_icall_Internal_CodeCompletionRequest(int kind, in godot_string scriptFile,
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@ -151,7 +156,13 @@ namespace GodotTools.Internals
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bool restartIfChanged, out godot_variant result);
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public static partial void
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godot_icall_Globals_EditorShortcut(in godot_string setting, out godot_variant result);
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godot_icall_Globals_EditorDefShortcut(in godot_string setting, in godot_string name, Key keycode, godot_bool physical, out godot_variant result);
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public static partial void
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godot_icall_Globals_EditorGetShortcut(in godot_string setting, out godot_variant result);
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public static partial void
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godot_icall_Globals_EditorShortcutOverride(in godot_string setting, in godot_string feature, Key keycode, godot_bool physical);
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public static partial void godot_icall_Globals_TTR(in godot_string text, out godot_string dest);
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@ -168,6 +168,10 @@ void godot_icall_Internal_EditorRunStop() {
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EditorRunBar::get_singleton()->stop_playing();
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}
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void godot_icall_Internal_EditorPlugin_AddControlToEditorRunBar(Control *p_control) {
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EditorRunBar::get_singleton()->get_buttons_container()->add_child(p_control);
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}
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void godot_icall_Internal_ScriptEditorDebugger_ReloadScripts() {
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EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
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if (ed) {
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@ -199,12 +203,25 @@ void godot_icall_Globals_EditorDef(const godot_string *p_setting, const godot_va
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memnew_placement(r_result, Variant(result));
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}
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void godot_icall_Globals_EditorShortcut(const godot_string *p_setting, godot_variant *r_result) {
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void godot_icall_Globals_EditorDefShortcut(const godot_string *p_setting, const godot_string *p_name, Key p_keycode, bool p_physical, godot_variant *r_result) {
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String setting = *reinterpret_cast<const String *>(p_setting);
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String name = *reinterpret_cast<const String *>(p_name);
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Ref<Shortcut> result = ED_SHORTCUT(setting, name, p_keycode, p_physical);
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memnew_placement(r_result, Variant(result));
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}
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void godot_icall_Globals_EditorGetShortcut(const godot_string *p_setting, Ref<Shortcut> *r_result) {
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String setting = *reinterpret_cast<const String *>(p_setting);
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Ref<Shortcut> result = ED_GET_SHORTCUT(setting);
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memnew_placement(r_result, Variant(result));
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}
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void godot_icall_Globals_EditorShortcutOverride(const godot_string *p_setting, const godot_string *p_feature, Key p_keycode, bool p_physical) {
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String setting = *reinterpret_cast<const String *>(p_setting);
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String feature = *reinterpret_cast<const String *>(p_feature);
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ED_SHORTCUT_OVERRIDE(setting, feature, p_keycode, p_physical);
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}
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void godot_icall_Globals_TTR(const godot_string *p_text, godot_string *r_dest) {
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String text = *reinterpret_cast<const String *>(p_text);
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memnew_placement(r_dest, String(TTR(text)));
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@ -251,12 +268,15 @@ static const void *unmanaged_callbacks[]{
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(void *)godot_icall_Internal_EditorNodeShowScriptScreen,
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(void *)godot_icall_Internal_EditorRunPlay,
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(void *)godot_icall_Internal_EditorRunStop,
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(void *)godot_icall_Internal_EditorPlugin_AddControlToEditorRunBar,
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(void *)godot_icall_Internal_ScriptEditorDebugger_ReloadScripts,
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(void *)godot_icall_Internal_CodeCompletionRequest,
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(void *)godot_icall_Globals_EditorScale,
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(void *)godot_icall_Globals_GlobalDef,
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(void *)godot_icall_Globals_EditorDef,
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(void *)godot_icall_Globals_EditorShortcut,
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(void *)godot_icall_Globals_EditorDefShortcut,
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(void *)godot_icall_Globals_EditorGetShortcut,
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(void *)godot_icall_Globals_EditorShortcutOverride,
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(void *)godot_icall_Globals_TTR,
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(void *)godot_icall_Utils_OS_GetPlatformName,
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(void *)godot_icall_Utils_OS_UnixFileHasExecutableAccess,
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@ -0,0 +1 @@
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