#include "scene_debugger.h"
#include "core/debugger/engine_debugger.h"
#include "core/debugger/engine_profiler.h"
#include "core/io/marshalls.h"
#include "core/object/script_language.h"
#include "core/templates/local_vector.h"
#include "scene/main/scene_tree.h"
#include "scene/main/window.h"
#include "scene/resources/packed_scene.h"
SceneDebugger *SceneDebugger::singleton = …;
SceneDebugger::SceneDebugger() { … }
SceneDebugger::~SceneDebugger() { … }
void SceneDebugger::initialize() { … }
void SceneDebugger::deinitialize() { … }
#ifdef DEBUG_ENABLED
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::add_to_cache(const String &p_filename, Node *p_node) { … }
void SceneDebugger::remove_from_cache(const String &p_filename, Node *p_node) { … }
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::singleton = …;
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) { … }
#endif