godot/editor/plugins/physical_bone_plugin.h

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/*************************************************************************/
/* physical_bone_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
2018-08-29 20:38:13 +00:00
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef PHYSICAL_BONE_PLUGIN_H
#define PHYSICAL_BONE_PLUGIN_H
#include "editor/editor_node.h"
class PhysicalBoneEditor : public Object {
GDCLASS(PhysicalBoneEditor, Object);
EditorNode *editor;
HBoxContainer *spatial_editor_hb;
ToolButton *button_transform_joint;
PhysicalBone *selected;
protected:
static void _bind_methods();
private:
void _on_toggle_button_transform_joint(bool p_is_pressed);
void _set_move_joint();
public:
PhysicalBoneEditor(EditorNode *p_editor);
~PhysicalBoneEditor();
void set_selected(PhysicalBone *p_pb);
void hide();
void show();
};
class PhysicalBonePlugin : public EditorPlugin {
GDCLASS(PhysicalBonePlugin, EditorPlugin);
EditorNode *editor;
PhysicalBone *selected;
PhysicalBoneEditor *physical_bone_editor;
public:
virtual String get_name() const { return "PhysicalBone"; }
virtual bool handles(Object *p_object) const { return p_object->is_class("PhysicalBone"); }
virtual void make_visible(bool p_visible);
virtual void edit(Object *p_node);
PhysicalBonePlugin(EditorNode *p_editor);
};
#endif