#include "sprite_2d_editor_plugin.h"
#include "canvas_item_editor_plugin.h"
#include "core/math/geometry_2d.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/gui/editor_zoom_widget.h"
#include "editor/scene_tree_dock.h"
#include "editor/themes/editor_scale.h"
#include "scene/2d/light_occluder_2d.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/2d/physics/collision_polygon_2d.h"
#include "scene/2d/polygon_2d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
#include "scene/gui/view_panner.h"
#include "thirdparty/clipper2/include/clipper2/clipper.h"
#define PRECISION …
void Sprite2DEditor::_node_removed(Node *p_node) { … }
void Sprite2DEditor::edit(Sprite2D *p_sprite) { … }
Vector<Vector2> expand(const Vector<Vector2> &points, const Rect2i &rect, float epsilon = 2.0) { … }
void Sprite2DEditor::_menu_option(int p_option) { … }
void Sprite2DEditor::_popup_debug_uv_dialog() { … }
void Sprite2DEditor::_update_mesh_data() { … }
void Sprite2DEditor::_create_node() { … }
void Sprite2DEditor::_convert_to_mesh_2d_node() { … }
void Sprite2DEditor::_convert_to_polygon_2d_node() { … }
void Sprite2DEditor::_create_collision_polygon_2d_node() { … }
void Sprite2DEditor::_create_light_occluder_2d_node() { … }
void Sprite2DEditor::_add_as_sibling_or_child(Node *p_own_node, Node *p_new_node) { … }
void Sprite2DEditor::_debug_uv_input(const Ref<InputEvent> &p_input) { … }
void Sprite2DEditor::_debug_uv_draw() { … }
void Sprite2DEditor::_center_view() { … }
void Sprite2DEditor::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) { … }
void Sprite2DEditor::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) { … }
void Sprite2DEditor::_update_zoom_and_pan(bool p_zoom_at_center) { … }
void Sprite2DEditor::_notification(int p_what) { … }
void Sprite2DEditor::_bind_methods() { … }
Sprite2DEditor::Sprite2DEditor() { … }
void Sprite2DEditorPlugin::edit(Object *p_object) { … }
bool Sprite2DEditorPlugin::handles(Object *p_object) const { … }
void Sprite2DEditorPlugin::make_visible(bool p_visible) { … }
Sprite2DEditorPlugin::Sprite2DEditorPlugin() { … }
Sprite2DEditorPlugin::~Sprite2DEditorPlugin() { … }