godot/editor/plugins/animation_blend_tree_editor_plugin.cpp

/**************************************************************************/
/*  animation_blend_tree_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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/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
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#include "animation_blend_tree_editor_plugin.h"

#include "core/config/project_settings.h"
#include "core/input/input.h"
#include "core/io/resource_loader.h"
#include "core/os/keyboard.h"
#include "editor/editor_inspector.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/editor_file_dialog.h"
#include "editor/themes/editor_scale.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/gui/check_box.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
#include "scene/gui/progress_bar.h"
#include "scene/gui/separator.h"
#include "scene/gui/view_panner.h"
#include "scene/main/window.h"
#include "scene/resources/style_box_flat.h"

void AnimationNodeBlendTreeEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script) {}

void AnimationNodeBlendTreeEditor::remove_custom_type(const Ref<Script> &p_script) {}

void AnimationNodeBlendTreeEditor::_update_options_menu(bool p_has_input_ports) {}

Size2 AnimationNodeBlendTreeEditor::get_minimum_size() const {}

void AnimationNodeBlendTreeEditor::_property_changed(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing) {}

void AnimationNodeBlendTreeEditor::update_graph() {}

void AnimationNodeBlendTreeEditor::_file_opened(const String &p_file) {}

void AnimationNodeBlendTreeEditor::_add_node(int p_idx) {}

void AnimationNodeBlendTreeEditor::_popup(bool p_has_input_ports, const Vector2 &p_node_position) {}

void AnimationNodeBlendTreeEditor::_popup_request(const Vector2 &p_position) {}

void AnimationNodeBlendTreeEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {}

void AnimationNodeBlendTreeEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {}

void AnimationNodeBlendTreeEditor::_popup_hide() {}

void AnimationNodeBlendTreeEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, const StringName &p_which) {}

void AnimationNodeBlendTreeEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {}

void AnimationNodeBlendTreeEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {}

void AnimationNodeBlendTreeEditor::_anim_selected(int p_index, const Array &p_options, const String &p_node) {}

void AnimationNodeBlendTreeEditor::_delete_node_request(const String &p_which) {}

void AnimationNodeBlendTreeEditor::_delete_nodes_request(const TypedArray<StringName> &p_nodes) {}

void AnimationNodeBlendTreeEditor::_node_selected(Object *p_node) {}

void AnimationNodeBlendTreeEditor::_open_in_editor(const String &p_which) {}

void AnimationNodeBlendTreeEditor::_filter_toggled() {}

void AnimationNodeBlendTreeEditor::_filter_edited() {}

void AnimationNodeBlendTreeEditor::_filter_fill_selection() {}

void AnimationNodeBlendTreeEditor::_filter_invert_selection() {}

void AnimationNodeBlendTreeEditor::_filter_clear_selection() {}

void AnimationNodeBlendTreeEditor::_filter_fill_selection_recursive(EditorUndoRedoManager *p_undo_redo, TreeItem *p_item, bool p_parent_filtered) {}

void AnimationNodeBlendTreeEditor::_filter_invert_selection_recursive(EditorUndoRedoManager *p_undo_redo, TreeItem *p_item) {}

void AnimationNodeBlendTreeEditor::_filter_clear_selection_recursive(EditorUndoRedoManager *p_undo_redo, TreeItem *p_item) {}

bool AnimationNodeBlendTreeEditor::_update_filters(const Ref<AnimationNode> &anode) {}

void AnimationNodeBlendTreeEditor::_inspect_filters(const String &p_which) {}

void AnimationNodeBlendTreeEditor::_update_editor_settings() {}

void AnimationNodeBlendTreeEditor::_notification(int p_what) {}

void AnimationNodeBlendTreeEditor::_scroll_changed(const Vector2 &p_scroll) {}

void AnimationNodeBlendTreeEditor::_bind_methods() {}

AnimationNodeBlendTreeEditor *AnimationNodeBlendTreeEditor::singleton =;

// AnimationNode's "node_changed" signal means almost update_input.
void AnimationNodeBlendTreeEditor::_node_changed(const StringName &p_node_name) {}

void AnimationNodeBlendTreeEditor::_node_renamed(const String &p_text, Ref<AnimationNode> p_node) {}

void AnimationNodeBlendTreeEditor::_node_renamed_focus_out(Ref<AnimationNode> p_node) {}

void AnimationNodeBlendTreeEditor::_node_rename_lineedit_changed(const String &p_text) {}

bool AnimationNodeBlendTreeEditor::can_edit(const Ref<AnimationNode> &p_node) {}

void AnimationNodeBlendTreeEditor::edit(const Ref<AnimationNode> &p_node) {}

AnimationNodeBlendTreeEditor::AnimationNodeBlendTreeEditor() {}