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4154039832
Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
73 lines
3.3 KiB
C++
73 lines
3.3 KiB
C++
/**************************************************************************/
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/* root_motion_editor_plugin.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef ROOT_MOTION_EDITOR_PLUGIN_H
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#define ROOT_MOTION_EDITOR_PLUGIN_H
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#include "editor/editor_inspector.h"
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class Button;
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class ConfirmationDialog;
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class Tree;
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class EditorPropertyRootMotion : public EditorProperty {
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GDCLASS(EditorPropertyRootMotion, EditorProperty);
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Button *assign = nullptr;
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Button *clear = nullptr;
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NodePath base_hint;
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ConfirmationDialog *filter_dialog = nullptr;
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Tree *filters = nullptr;
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void _confirmed();
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void _node_assign();
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void _node_clear();
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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virtual void update_property() override;
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void setup(const NodePath &p_base_hint);
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EditorPropertyRootMotion();
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};
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class EditorInspectorRootMotionPlugin : public EditorInspectorPlugin {
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GDCLASS(EditorInspectorRootMotionPlugin, EditorInspectorPlugin);
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public:
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virtual bool can_handle(Object *p_object) override;
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virtual bool 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 = false) override;
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};
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#endif // ROOT_MOTION_EDITOR_PLUGIN_H
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