godot/editor/editor_folding.cpp

/**************************************************************************/
/*  editor_folding.cpp                                                    */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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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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#include "editor_folding.h"

#include "core/io/config_file.h"
#include "core/io/file_access.h"
#include "editor/editor_inspector.h"
#include "editor/editor_paths.h"

Vector<String> EditorFolding::_get_unfolds(const Object *p_object) {}

void EditorFolding::save_resource_folding(const Ref<Resource> &p_resource, const String &p_path) {}

void EditorFolding::_set_unfolds(Object *p_object, const Vector<String> &p_unfolds) {}

void EditorFolding::load_resource_folding(Ref<Resource> p_resource, const String &p_path) {}

void EditorFolding::_fill_folds(const Node *p_root, const Node *p_node, Array &p_folds, Array &resource_folds, Array &nodes_folded, HashSet<Ref<Resource>> &resources) {}

void EditorFolding::save_scene_folding(const Node *p_scene, const String &p_path) {}

void EditorFolding::load_scene_folding(Node *p_scene, const String &p_path) {}

bool EditorFolding::has_folding_data(const String &p_path) {}

void EditorFolding::_do_object_unfolds(Object *p_object, HashSet<Ref<Resource>> &resources) {}

void EditorFolding::_do_node_unfolds(Node *p_root, Node *p_node, HashSet<Ref<Resource>> &resources) {}

void EditorFolding::unfold_scene(Node *p_scene) {}

EditorFolding::EditorFolding() {}