#include "animation_state_machine_editor.h"
#include "core/config/project_settings.h"
#include "core/input/input.h"
#include "core/io/resource_loader.h"
#include "core/math/geometry_2d.h"
#include "core/os/keyboard.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/gui/editor_file_dialog.h"
#include "editor/themes/editor_scale.h"
#include "scene/animation/animation_blend_tree.h"
#include "scene/animation/animation_player.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/option_button.h"
#include "scene/gui/panel.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/separator.h"
#include "scene/gui/tree.h"
#include "scene/main/viewport.h"
#include "scene/main/window.h"
#include "scene/resources/style_box_flat.h"
#include "scene/theme/theme_db.h"
bool AnimationNodeStateMachineEditor::can_edit(const Ref<AnimationNode> &p_node) { … }
void AnimationNodeStateMachineEditor::edit(const Ref<AnimationNode> &p_node) { … }
String AnimationNodeStateMachineEditor::_get_root_playback_path(String &r_node_directory) { … }
void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEvent> &p_event) { … }
Control::CursorShape AnimationNodeStateMachineEditor::get_cursor_shape(const Point2 &p_pos) const { … }
String AnimationNodeStateMachineEditor::get_tooltip(const Point2 &p_pos) const { … }
void AnimationNodeStateMachineEditor::_open_menu(const Vector2 &p_position) { … }
bool AnimationNodeStateMachineEditor::_create_submenu(PopupMenu *p_menu, Ref<AnimationNodeStateMachine> p_nodesm, const StringName &p_name, const StringName &p_path) { … }
void AnimationNodeStateMachineEditor::_stop_connecting() { … }
void AnimationNodeStateMachineEditor::_delete_selected() { … }
void AnimationNodeStateMachineEditor::_delete_all() { … }
void AnimationNodeStateMachineEditor::_delete_tree_draw() { … }
void AnimationNodeStateMachineEditor::_file_opened(const String &p_file) { … }
void AnimationNodeStateMachineEditor::_add_menu_type(int p_index) { … }
void AnimationNodeStateMachineEditor::_add_animation_type(int p_index) { … }
void AnimationNodeStateMachineEditor::_connect_to(int p_index) { … }
void AnimationNodeStateMachineEditor::_add_transition(const bool p_nested_action) { … }
void AnimationNodeStateMachineEditor::_connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, float p_fade_ratio, bool p_auto_advance, bool p_is_across_group, float p_opacity) { … }
void AnimationNodeStateMachineEditor::_clip_src_line_to_rect(Vector2 &r_from, const Vector2 &p_to, const Rect2 &p_rect) { … }
void AnimationNodeStateMachineEditor::_clip_dst_line_to_rect(const Vector2 &p_from, Vector2 &r_to, const Rect2 &p_rect) { … }
Ref<StyleBox> AnimationNodeStateMachineEditor::_adjust_stylebox_opacity(Ref<StyleBox> p_style, float p_opacity) { … }
void AnimationNodeStateMachineEditor::_state_machine_draw() { … }
void AnimationNodeStateMachineEditor::_update_connected_nodes(const StringName &p_node) { … }
void AnimationNodeStateMachineEditor::_state_machine_pos_draw_individual(const String &p_name, float p_ratio) { … }
void AnimationNodeStateMachineEditor::_state_machine_pos_draw_all() { … }
void AnimationNodeStateMachineEditor::_update_graph() { … }
void AnimationNodeStateMachineEditor::_notification(int p_what) { … }
void AnimationNodeStateMachineEditor::_open_editor(const String &p_name) { … }
void AnimationNodeStateMachineEditor::_name_edited(const String &p_text) { … }
void AnimationNodeStateMachineEditor::_name_edited_focus_out() { … }
void AnimationNodeStateMachineEditor::_scroll_changed(double) { … }
void AnimationNodeStateMachineEditor::_erase_selected(const bool p_nested_action) { … }
void AnimationNodeStateMachineEditor::_update_mode() { … }
void AnimationNodeStateMachineEditor::_bind_methods() { … }
AnimationNodeStateMachineEditor *AnimationNodeStateMachineEditor::singleton = …;
AnimationNodeStateMachineEditor::AnimationNodeStateMachineEditor() { … }
void EditorAnimationMultiTransitionEdit::add_transition(const StringName &p_from, const StringName &p_to, Ref<AnimationNodeStateMachineTransition> p_transition) { … }
bool EditorAnimationMultiTransitionEdit::_set(const StringName &p_name, const Variant &p_property) { … }
bool EditorAnimationMultiTransitionEdit::_get(const StringName &p_name, Variant &r_property) const { … }
void EditorAnimationMultiTransitionEdit::_get_property_list(List<PropertyInfo> *p_list) const { … }