#include "texture_region_editor_plugin.h"
#include "core/input/input.h"
#include "core/os/keyboard.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/themes/editor_scale.h"
#include "scene/2d/sprite_2d.h"
#include "scene/3d/sprite_3d.h"
#include "scene/gui/nine_patch_rect.h"
#include "scene/gui/option_button.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/separator.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/view_panner.h"
#include "scene/resources/atlas_texture.h"
#include "scene/resources/style_box_texture.h"
Transform2D TextureRegionEditor::_get_offset_transform() const { … }
void TextureRegionEditor::_texture_preview_draw() { … }
void TextureRegionEditor::_texture_overlay_draw() { … }
void TextureRegionEditor::_draw_margin_line(Vector2 p_from, Vector2 p_to) { … }
void TextureRegionEditor::_set_grid_parameters_clamping(bool p_enabled) { … }
void TextureRegionEditor::_texture_overlay_input(const Ref<InputEvent> &p_input) { … }
void TextureRegionEditor::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) { … }
void TextureRegionEditor::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) { … }
void TextureRegionEditor::_scroll_changed(float) { … }
void TextureRegionEditor::_set_snap_mode(int p_mode) { … }
void TextureRegionEditor::_set_snap_off_x(float p_val) { … }
void TextureRegionEditor::_set_snap_off_y(float p_val) { … }
void TextureRegionEditor::_set_snap_step_x(float p_val) { … }
void TextureRegionEditor::_set_snap_step_y(float p_val) { … }
void TextureRegionEditor::_set_snap_sep_x(float p_val) { … }
void TextureRegionEditor::_set_snap_sep_y(float p_val) { … }
void TextureRegionEditor::_zoom_on_position(float p_zoom, Point2 p_position) { … }
void TextureRegionEditor::_zoom_in() { … }
void TextureRegionEditor::_zoom_reset() { … }
void TextureRegionEditor::_zoom_out() { … }
void TextureRegionEditor::_apply_rect(const Rect2 &p_rect) { … }
void TextureRegionEditor::_update_rect() { … }
void TextureRegionEditor::_update_autoslice() { … }
void TextureRegionEditor::_notification(int p_what) { … }
void TextureRegionEditor::_node_removed(Node *p_node) { … }
void TextureRegionEditor::_clear_edited_object() { … }
void TextureRegionEditor::edit(Object *p_obj) { … }
Ref<Texture2D> TextureRegionEditor::_get_edited_object_texture() const { … }
Rect2 TextureRegionEditor::_get_edited_object_region() const { … }
void TextureRegionEditor::_texture_changed() { … }
void TextureRegionEditor::_edit_region() { … }
Vector2 TextureRegionEditor::snap_point(Vector2 p_target) const { … }
void TextureRegionEditor::_bind_methods() { … }
TextureRegionEditor::TextureRegionEditor() { … }
bool EditorInspectorPluginTextureRegion::can_handle(Object *p_object) { … }
void EditorInspectorPluginTextureRegion::_region_edit(Object *p_object) { … }
bool EditorInspectorPluginTextureRegion::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide) { … }
EditorInspectorPluginTextureRegion::EditorInspectorPluginTextureRegion() { … }
TextureRegionEditorPlugin::TextureRegionEditorPlugin() { … }