#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() { … }
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() { … }