#include "scene_debugger.h"
#include "core/debugger/debugger_marshalls.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include "core/object/script_language.h"
#include "core/templates/local_vector.h"
#include "scene/2d/physics/collision_object_2d.h"
#include "scene/2d/physics/collision_polygon_2d.h"
#include "scene/2d/physics/collision_shape_2d.h"
#ifndef _3D_DISABLED
#include "scene/3d/label_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics/collision_object_3d.h"
#include "scene/3d/physics/collision_shape_3d.h"
#include "scene/3d/sprite_3d.h"
#include "scene/resources/surface_tool.h"
#endif
#include "scene/gui/popup_menu.h"
#include "scene/main/canvas_layer.h"
#include "scene/main/scene_tree.h"
#include "scene/main/window.h"
#include "scene/resources/packed_scene.h"
#include "scene/theme/theme_db.h"
SceneDebugger::SceneDebugger() { … }
SceneDebugger::~SceneDebugger() { … }
void SceneDebugger::initialize() { … }
void SceneDebugger::deinitialize() { … }
#ifdef DEBUG_ENABLED
void SceneDebugger::_handle_input(const Ref<InputEvent> &p_event, const Ref<Shortcut> &p_shortcut) { … }
Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) { … }
void SceneDebugger::_save_node(ObjectID id, const String &p_path) { … }
void SceneDebugger::_set_node_owner_recursive(Node *p_node, Node *p_owner) { … }
void SceneDebugger::_send_object_id(ObjectID p_id, int p_max_size) { … }
void SceneDebugger::_set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value) { … }
void SceneDebugger::_next_frame() { … }
void SceneDebugger::add_to_cache(const String &p_filename, Node *p_node) { … }
void SceneDebugger::remove_from_cache(const String &p_filename, Node *p_node) { … }
void SceneDebugger::reload_cached_files(const PackedStringArray &p_files) { … }
SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) { … }
void SceneDebuggerObject::_parse_script_properties(Script *p_script, ScriptInstance *p_instance) { … }
void SceneDebuggerObject::serialize(Array &r_arr, int p_max_size) { … }
void SceneDebuggerObject::deserialize(const Array &p_arr) { … }
SceneDebuggerTree::SceneDebuggerTree(Node *p_root) { … }
void SceneDebuggerTree::serialize(Array &p_arr) { … }
void SceneDebuggerTree::deserialize(const Array &p_arr) { … }
LiveEditor *LiveEditor::get_singleton() { … }
void LiveEditor::_send_tree() { … }
void LiveEditor::_node_path_func(const NodePath &p_path, int p_id) { … }
void LiveEditor::_res_path_func(const String &p_path, int p_id) { … }
void LiveEditor::_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) { … }
void LiveEditor::_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) { … }
void LiveEditor::_node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) { … }
void LiveEditor::_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) { … }
void LiveEditor::_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) { … }
void LiveEditor::_res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) { … }
void LiveEditor::_root_func(const NodePath &p_scene_path, const String &p_scene_from) { … }
void LiveEditor::_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) { … }
void LiveEditor::_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) { … }
void LiveEditor::_remove_node_func(const NodePath &p_at) { … }
void LiveEditor::_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) { … }
void LiveEditor::_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) { … }
void LiveEditor::_duplicate_node_func(const NodePath &p_at, const String &p_new_name) { … }
void LiveEditor::_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) { … }
RuntimeNodeSelect *RuntimeNodeSelect::get_singleton() { … }
RuntimeNodeSelect::~RuntimeNodeSelect() { … }
void RuntimeNodeSelect::_setup(const Dictionary &p_settings) { … }
void RuntimeNodeSelect::_node_set_type(NodeType p_type) { … }
void RuntimeNodeSelect::_select_set_mode(SelectMode p_mode) { … }
void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) { … }
void RuntimeNodeSelect::_root_window_input(const Ref<InputEvent> &p_event) { … }
void RuntimeNodeSelect::_items_popup_index_pressed(int p_index, PopupMenu *p_popup) { … }
void RuntimeNodeSelect::_update_input_state() { … }
void RuntimeNodeSelect::_process_frame() { … }
void RuntimeNodeSelect::_physics_frame() { … }
void RuntimeNodeSelect::_click_point() { … }
void RuntimeNodeSelect::_select_node(Node *p_node) { … }
void RuntimeNodeSelect::_queue_selection_update() { … }
void RuntimeNodeSelect::_update_selection() { … }
void RuntimeNodeSelect::_clear_selection() { … }
void RuntimeNodeSelect::_set_selection_visible(bool p_visible) { … }
void RuntimeNodeSelect::_find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) { … }
void RuntimeNodeSelect::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) { … }
void RuntimeNodeSelect::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) { … }
void RuntimeNodeSelect::_reset_camera_2d() { … }
void RuntimeNodeSelect::_update_view_2d() { … }
#ifndef _3D_DISABLED
void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items) { … }
bool RuntimeNodeSelect::_handle_3d_input(const Ref<InputEvent> &p_event) { … }
void RuntimeNodeSelect::_set_camera_freelook_enabled(bool p_enabled) { … }
void RuntimeNodeSelect::_cursor_scale_distance(real_t p_scale) { … }
void RuntimeNodeSelect::_cursor_look(Ref<InputEventWithModifiers> p_event) { … }
void RuntimeNodeSelect::_cursor_pan(Ref<InputEventWithModifiers> p_event) { … }
void RuntimeNodeSelect::_cursor_orbit(Ref<InputEventWithModifiers> p_event) { … }
Transform3D RuntimeNodeSelect::_get_cursor_transform() { … }
void RuntimeNodeSelect::_reset_camera_3d() { … }
#endif
#endif