#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() { … }
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) { … }