godot/editor/gui/scene_tree_editor.cpp

/**************************************************************************/
/*  scene_tree_editor.cpp                                                 */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* included in all copies or substantial portions of the Software.        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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#include "scene_tree_editor.h"

#include "core/config/project_settings.h"
#include "core/object/script_language.h"
#include "editor/editor_dock_manager.h"
#include "editor/editor_file_system.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/node_dock.h"
#include "editor/plugins/animation_player_editor_plugin.h"
#include "editor/plugins/canvas_item_editor_plugin.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/flow_container.h"
#include "scene/gui/label.h"
#include "scene/gui/texture_rect.h"
#include "scene/main/window.h"
#include "scene/resources/packed_scene.h"

Node *SceneTreeEditor::get_scene_node() const {}

void SceneTreeEditor::_cell_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button) {}

void SceneTreeEditor::_update_ask_before_revoking_unique_name() {}

void SceneTreeEditor::_revoke_unique_name() {}

void SceneTreeEditor::_toggle_visible(Node *p_node) {}

void SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent) {}

void SceneTreeEditor::_queue_update_node_tooltip(Node *p_node, TreeItem *p_item) {}

void SceneTreeEditor::_update_node_tooltip(Node *p_node, TreeItem *p_item) {}

void SceneTreeEditor::_node_visibility_changed(Node *p_node) {}

void SceneTreeEditor::_update_visibility_color(Node *p_node, TreeItem *p_item) {}

void SceneTreeEditor::_set_item_custom_color(TreeItem *p_item, Color p_color) {}

void SceneTreeEditor::_node_script_changed(Node *p_node) {}

void SceneTreeEditor::_node_removed(Node *p_node) {}

void SceneTreeEditor::_node_renamed(Node *p_node) {}

void SceneTreeEditor::_update_tree(bool p_scroll_to_selected) {}

bool SceneTreeEditor::_update_filter(TreeItem *p_parent, bool p_scroll_to_selected) {}

bool SceneTreeEditor::_item_matches_all_terms(TreeItem *p_item, const PackedStringArray &p_terms) {}

void SceneTreeEditor::_compute_hash(Node *p_node, uint64_t &hash) {}

void SceneTreeEditor::_test_update_tree() {}

void SceneTreeEditor::_tree_process_mode_changed() {}

void SceneTreeEditor::_tree_changed() {}

void SceneTreeEditor::_selected_changed() {}

void SceneTreeEditor::_deselect_items() {}

void SceneTreeEditor::_cell_multi_selected(Object *p_object, int p_cell, bool p_selected) {}

void SceneTreeEditor::_tree_scroll_to_item(ObjectID p_item_id) {}

void SceneTreeEditor::_notification(int p_what) {}

TreeItem *SceneTreeEditor::_find(TreeItem *p_node, const NodePath &p_path) {}

void SceneTreeEditor::set_selected(Node *p_node, bool p_emit_selected) {}

void SceneTreeEditor::rename_node(Node *p_node, const String &p_name, TreeItem *p_item) {}

void SceneTreeEditor::_edited() {}

Node *SceneTreeEditor::get_selected() {}

void SceneTreeEditor::set_marked(const HashSet<Node *> &p_marked, bool p_selectable, bool p_children_selectable) {}

void SceneTreeEditor::set_marked(Node *p_marked, bool p_selectable, bool p_children_selectable) {}

void SceneTreeEditor::set_filter(const String &p_filter) {}

String SceneTreeEditor::get_filter() const {}

String SceneTreeEditor::get_filter_term_warning() {}

void SceneTreeEditor::set_show_all_nodes(bool p_show_all_nodes) {}

void SceneTreeEditor::set_as_scene_tree_dock() {}

void SceneTreeEditor::set_display_foreign_nodes(bool p_display) {}

void SceneTreeEditor::set_valid_types(const Vector<StringName> &p_valid) {}

void SceneTreeEditor::set_editor_selection(EditorSelection *p_selection) {}

void SceneTreeEditor::_update_selection(TreeItem *item) {}

void SceneTreeEditor::_selection_changed() {}

void SceneTreeEditor::_cell_collapsed(Object *p_obj) {}

Variant SceneTreeEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {}

bool SceneTreeEditor::_is_script_type(const StringName &p_type) const {}

bool SceneTreeEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {}

void SceneTreeEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {}

void SceneTreeEditor::_empty_clicked(const Vector2 &p_pos, MouseButton p_button) {}

void SceneTreeEditor::_rmb_select(const Vector2 &p_pos, MouseButton p_button) {}

void SceneTreeEditor::update_warning() {}

void SceneTreeEditor::_warning_changed(Node *p_for_node) {}

void SceneTreeEditor::set_auto_expand_selected(bool p_auto, bool p_update_settings) {}

void SceneTreeEditor::set_connect_to_script_mode(bool p_enable) {}

void SceneTreeEditor::set_connecting_signal(bool p_enable) {}

void SceneTreeEditor::_bind_methods() {}

SceneTreeEditor::SceneTreeEditor(bool p_label, bool p_can_rename, bool p_can_open_instance) {}

SceneTreeEditor::~SceneTreeEditor() {}

/******** DIALOG *********/

void SceneTreeDialog::popup_scenetree_dialog(Node *p_selected_node, Node *p_marked_node, bool p_marked_node_selectable, bool p_marked_node_children_selectable) {}

void SceneTreeDialog::_show_all_nodes_changed(bool p_button_pressed) {}

void SceneTreeDialog::set_valid_types(const Vector<StringName> &p_valid) {}

void SceneTreeDialog::_notification(int p_what) {}

void SceneTreeDialog::_cancel() {}

void SceneTreeDialog::_select() {}

void SceneTreeDialog::_selected_changed() {}

void SceneTreeDialog::_filter_changed(const String &p_filter) {}

void SceneTreeDialog::_on_filter_gui_input(const Ref<InputEvent> &p_event) {}

void SceneTreeDialog::_bind_methods() {}

SceneTreeDialog::SceneTreeDialog() {}

SceneTreeDialog::~SceneTreeDialog() {}