godot/editor/plugins/physical_bone_3d_editor_plugin.h
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00

80 lines
3.3 KiB
C++

/*************************************************************************/
/* physical_bone_3d_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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_plugin.h"
#include "scene/3d/physics_body_3d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
class PhysicalBone3DEditor : public Object {
GDCLASS(PhysicalBone3DEditor, Object);
HBoxContainer *spatial_editor_hb = nullptr;
Button *button_transform_joint = nullptr;
PhysicalBone3D *selected = nullptr;
protected:
static void _bind_methods();
private:
void _on_toggle_button_transform_joint(bool p_is_pressed);
void _set_move_joint();
public:
PhysicalBone3DEditor();
~PhysicalBone3DEditor() {}
void set_selected(PhysicalBone3D *p_pb);
void hide();
void show();
};
class PhysicalBone3DEditorPlugin : public EditorPlugin {
GDCLASS(PhysicalBone3DEditorPlugin, EditorPlugin);
PhysicalBone3D *selected = nullptr;
PhysicalBone3DEditor physical_bone_editor;
public:
virtual String get_name() const override { return "PhysicalBone3D"; }
virtual bool handles(Object *p_object) const override { return p_object->is_class("PhysicalBone3D"); }
virtual void make_visible(bool p_visible) override;
virtual void edit(Object *p_node) override;
PhysicalBone3DEditorPlugin();
};
#endif