godot/modules/multiplayer/editor/replication_editor.cpp

/**************************************************************************/
/*  replication_editor.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 "replication_editor.h"

#include "../multiplayer_synchronizer.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/gui/scene_tree_editor.h"
#include "editor/inspector_dock.h"
#include "editor/property_selector.h"
#include "editor/themes/editor_scale.h"
#include "editor/themes/editor_theme_manager.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/separator.h"
#include "scene/gui/tree.h"

void ReplicationEditor::_pick_node_filter_text_changed(const String &p_newtext) {}

void ReplicationEditor::_pick_node_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates) {}

void ReplicationEditor::_pick_node_selected(NodePath p_path) {}

void ReplicationEditor::_pick_new_property() {}

void ReplicationEditor::_add_sync_property(String p_path) {}

void ReplicationEditor::_pick_node_property_selected(String p_name) {}

/// ReplicationEditor
ReplicationEditor::ReplicationEditor() {}

void ReplicationEditor::_bind_methods() {}

bool ReplicationEditor::_can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {}

void ReplicationEditor::_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {}

void ReplicationEditor::_notification(int p_what) {}

void ReplicationEditor::_add_pressed() {}

void ReplicationEditor::_np_text_submitted(const String &p_newtext) {}

void ReplicationEditor::_tree_item_edited() {}

void ReplicationEditor::_tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button) {}

void ReplicationEditor::_dialog_closed(bool p_confirmed) {}

void ReplicationEditor::_update_value(const NodePath &p_prop, int p_column, int p_value) {}

void ReplicationEditor::_update_config() {}

void ReplicationEditor::edit(MultiplayerSynchronizer *p_sync) {}

Ref<Texture2D> ReplicationEditor::_get_class_icon(const Node *p_node) {}

static bool can_sync(const Variant &p_var) {}

void ReplicationEditor::_add_property(const NodePath &p_property, bool p_spawn, SceneReplicationConfig::ReplicationMode p_mode) {}