godot/editor/plugins/root_motion_editor_plugin.h

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#ifndef ROOT_MOTION_EDITOR_PLUGIN_H
#define ROOT_MOTION_EDITOR_PLUGIN_H
#include "editor/editor_inspector.h"
#include "editor/editor_spin_slider.h"
#include "editor/property_selector.h"
#include "scene/animation/animation_tree.h"
class EditorPropertyRootMotion : public EditorProperty {
GDCLASS(EditorPropertyRootMotion, EditorProperty)
Button *assign;
Button *clear;
NodePath base_hint;
ConfirmationDialog *filter_dialog;
Tree *filters;
void _confirmed();
void _node_assign();
void _node_clear();
protected:
static void _bind_methods();
void _notification(int p_what);
public:
virtual void update_property();
void setup(const NodePath &p_base_hint);
EditorPropertyRootMotion();
};
class EditorInspectorRootMotionPlugin : public EditorInspectorPlugin {
GDCLASS(EditorInspectorRootMotionPlugin, EditorInspectorPlugin)
public:
virtual bool can_handle(Object *p_object);
virtual void parse_begin(Object *p_object);
virtual bool parse_property(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage);
virtual void parse_end();
};
#endif // ROOT_MOTION_EDITOR_PLUGIN_H