godot/editor/debugger/editor_debugger_inspector.cpp

/**************************************************************************/
/*  editor_debugger_inspector.cpp                                         */
/**************************************************************************/
/*                         This file is part of:                          */
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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_debugger_inspector.h"

#include "core/debugger/debugger_marshalls.h"
#include "core/io/marshalls.h"
#include "editor/editor_node.h"
#include "scene/debugger/scene_debugger.h"

bool EditorDebuggerRemoteObject::_set(const StringName &p_name, const Variant &p_value) {}

bool EditorDebuggerRemoteObject::_get(const StringName &p_name, Variant &r_ret) const {}

void EditorDebuggerRemoteObject::_get_property_list(List<PropertyInfo> *p_list) const {}

String EditorDebuggerRemoteObject::get_title() {}

Variant EditorDebuggerRemoteObject::get_variant(const StringName &p_name) {}

void EditorDebuggerRemoteObject::_bind_methods() {}

EditorDebuggerInspector::EditorDebuggerInspector() {}

EditorDebuggerInspector::~EditorDebuggerInspector() {}

void EditorDebuggerInspector::_bind_methods() {}

void EditorDebuggerInspector::_notification(int p_what) {}

void EditorDebuggerInspector::_object_edited(ObjectID p_id, const String &p_prop, const Variant &p_value) {}

void EditorDebuggerInspector::_object_selected(ObjectID p_object) {}

ObjectID EditorDebuggerInspector::add_object(const Array &p_arr) {}

void EditorDebuggerInspector::clear_cache() {}

Object *EditorDebuggerInspector::get_object(ObjectID p_id) {}

void EditorDebuggerInspector::add_stack_variable(const Array &p_array, int p_offset) {}

void EditorDebuggerInspector::clear_stack_variables() {}

String EditorDebuggerInspector::get_stack_variable(const String &p_var) {}