godot/editor/plugins/skeleton_ik_3d_editor_plugin.h

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/**************************************************************************/
/* skeleton_ik_3d_editor_plugin.h */
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/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 SKELETON_IK_3D_EDITOR_PLUGIN_H
#define SKELETON_IK_3D_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
class Button;
class SkeletonIK3D;
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class SkeletonIK3DEditorPlugin : public EditorPlugin {
GDCLASS(SkeletonIK3DEditorPlugin, EditorPlugin);
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SkeletonIK3D *skeleton_ik = nullptr;
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Button *play_btn = nullptr;
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void _play();
protected:
static void _bind_methods();
public:
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virtual String get_name() const override { return "SkeletonIK3D"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
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SkeletonIK3DEditorPlugin();
~SkeletonIK3DEditorPlugin();
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};
#endif // SKELETON_IK_3D_EDITOR_PLUGIN_H