godot/editor/plugins/texture_region_editor_plugin.cpp

/**************************************************************************/
/*  texture_region_editor_plugin.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 "texture_region_editor_plugin.h"

#include "core/input/input.h"
#include "core/os/keyboard.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/themes/editor_scale.h"
#include "scene/2d/sprite_2d.h"
#include "scene/3d/sprite_3d.h"
#include "scene/gui/nine_patch_rect.h"
#include "scene/gui/option_button.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/separator.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/view_panner.h"
#include "scene/resources/atlas_texture.h"
#include "scene/resources/style_box_texture.h"

Transform2D TextureRegionEditor::_get_offset_transform() const {}

void TextureRegionEditor::_texture_preview_draw() {}

void TextureRegionEditor::_texture_overlay_draw() {}

void TextureRegionEditor::_draw_margin_line(Vector2 p_from, Vector2 p_to) {}

void TextureRegionEditor::_set_grid_parameters_clamping(bool p_enabled) {}

void TextureRegionEditor::_texture_overlay_input(const Ref<InputEvent> &p_input) {}

void TextureRegionEditor::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {}

void TextureRegionEditor::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {}

void TextureRegionEditor::_scroll_changed(float) {}

void TextureRegionEditor::_set_snap_mode(int p_mode) {}

void TextureRegionEditor::_set_snap_off_x(float p_val) {}

void TextureRegionEditor::_set_snap_off_y(float p_val) {}

void TextureRegionEditor::_set_snap_step_x(float p_val) {}

void TextureRegionEditor::_set_snap_step_y(float p_val) {}

void TextureRegionEditor::_set_snap_sep_x(float p_val) {}

void TextureRegionEditor::_set_snap_sep_y(float p_val) {}

void TextureRegionEditor::_zoom_on_position(float p_zoom, Point2 p_position) {}

void TextureRegionEditor::_zoom_in() {}

void TextureRegionEditor::_zoom_reset() {}

void TextureRegionEditor::_zoom_out() {}

void TextureRegionEditor::_apply_rect(const Rect2 &p_rect) {}

void TextureRegionEditor::_update_rect() {}

void TextureRegionEditor::_update_autoslice() {}

void TextureRegionEditor::_notification(int p_what) {}

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

void TextureRegionEditor::_clear_edited_object() {}

void TextureRegionEditor::edit(Object *p_obj) {}

Ref<Texture2D> TextureRegionEditor::_get_edited_object_texture() const {}

Rect2 TextureRegionEditor::_get_edited_object_region() const {}

void TextureRegionEditor::_texture_changed() {}

void TextureRegionEditor::_edit_region() {}

Vector2 TextureRegionEditor::snap_point(Vector2 p_target) const {}

void TextureRegionEditor::_bind_methods() {}

TextureRegionEditor::TextureRegionEditor() {}

////////////////////////

bool EditorInspectorPluginTextureRegion::can_handle(Object *p_object) {}

void EditorInspectorPluginTextureRegion::_region_edit(Object *p_object) {}

bool EditorInspectorPluginTextureRegion::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide) {}

EditorInspectorPluginTextureRegion::EditorInspectorPluginTextureRegion() {}

TextureRegionEditorPlugin::TextureRegionEditorPlugin() {}