godot/editor/editor_asset_installer.cpp

/**************************************************************************/
/*  editor_asset_installer.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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/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
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/* The above copyright notice and this permission notice shall be         */
/* 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 "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() {}

// Determine parent state based on non-conflict children, to avoid indeterminate state, and allow toggle dir with conflicts.
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() {}