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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #pragma once
- #if !defined(Q_MOC_RUN)
- #include <AzToolsFramework/UI/PropertyEditor/PropertyEditorAPI.h>
- #include <AzCore/Asset/AssetCommon.h>
- #include <AzToolsFramework/UI/PropertyEditor/PropertyStringComboBoxCtrl.hxx>
- #include <QObject>
- #endif
- namespace NvCloth
- {
- namespace Editor
- {
- /*
- =============================================================
- = Handler Documentation =
- =============================================================
- Custom handler for the Cloth Component's Mesh Node property as a PropertyStringComboBoxCtrl widget.
- Handler Name: "MeshNodeSelector"
- Available Attributes:
- EntityId - Entity identifier used to query the mesh asset via MeshComponentRequestBus.
- StringList - List of mesh node names that contain cloth data.
- NOTE: EntityId must be the first attribute set so it's available when consuming StringList.
- */
- class MeshNodeHandler
- : public QObject
- , public AzToolsFramework::PropertyHandler<AZStd::string, AzToolsFramework::PropertyStringComboBoxCtrl>
- {
- Q_OBJECT
- public:
- AZ_CLASS_ALLOCATOR(MeshNodeHandler, AZ::SystemAllocator);
- MeshNodeHandler() = default;
-
- // AzToolsFramework::PropertyHandler overrides ...
- AZ::u32 GetHandlerName() const override;
- QWidget* CreateGUI(QWidget* parent) override;
- bool IsDefaultHandler() const override;
- void ConsumeAttribute(widget_t* widget, AZ::u32 attrib, AzToolsFramework::PropertyAttributeReader* attrValue, const char* debugName) override;
- void WriteGUIValuesIntoProperty(size_t index, widget_t* GUI, property_t& instance, AzToolsFramework::InstanceDataNode* node) override;
- bool ReadValuesIntoGUI(size_t index, widget_t* GUI, const property_t& instance, AzToolsFramework::InstanceDataNode* node) override;
- private:
- void OnEditButtonClicked();
- AZ::Data::Asset<AZ::Data::AssetData> GetMeshAsset(const AZ::EntityId entityId) const;
- AZ::EntityId m_entityId;
- };
- } // namespace Editor
- } // namespace NvCloth
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