#include "editor_asset_installer.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
#include "core/io/zip_io.h"
#include "editor/editor_file_system.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/gui/editor_file_dialog.h"
#include "editor/gui/editor_toaster.h"
#include "editor/progress_dialog.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/check_box.h"
#include "scene/gui/label.h"
#include "scene/gui/link_button.h"
#include "scene/gui/separator.h"
#include "scene/gui/split_container.h"
void EditorAssetInstaller::_item_checked_cbk() { … }
bool EditorAssetInstaller::_fix_conflicted_indeterminate_state(TreeItem *p_item, int p_column) { … }
bool EditorAssetInstaller::_is_item_checked(const String &p_source_path) const { … }
void EditorAssetInstaller::open_asset(const String &p_path, bool p_autoskip_toplevel) { … }
void EditorAssetInstaller::_update_file_mappings() { … }
void EditorAssetInstaller::_rebuild_source_tree() { … }
void EditorAssetInstaller::_update_source_tree() { … }
bool EditorAssetInstaller::_update_source_item_status(TreeItem *p_item, const String &p_path) { … }
void EditorAssetInstaller::_rebuild_destination_tree() { … }
TreeItem *EditorAssetInstaller::_create_dir_item(Tree *p_tree, TreeItem *p_parent, const String &p_path, HashMap<String, TreeItem *> &p_item_map) { … }
TreeItem *EditorAssetInstaller::_create_file_item(Tree *p_tree, TreeItem *p_parent, const String &p_path, int *r_conflicts) { … }
void EditorAssetInstaller::_update_conflict_status(int p_conflicts) { … }
void EditorAssetInstaller::_update_confirm_button() { … }
void EditorAssetInstaller::_toggle_source_tree(bool p_visible, bool p_scroll_to_error) { … }
void EditorAssetInstaller::_check_has_toplevel() { … }
void EditorAssetInstaller::_set_skip_toplevel(bool p_checked) { … }
void EditorAssetInstaller::_open_target_dir_dialog() { … }
void EditorAssetInstaller::_target_dir_selected(const String &p_target_path) { … }
void EditorAssetInstaller::ok_pressed() { … }
void EditorAssetInstaller::_install_asset() { … }
void EditorAssetInstaller::set_asset_name(const String &p_asset_name) { … }
String EditorAssetInstaller::get_asset_name() const { … }
void EditorAssetInstaller::_notification(int p_what) { … }
EditorAssetInstaller::EditorAssetInstaller() { … }