physical_bone_plugin.h 3.2 KB

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  1. /*************************************************************************/
  2. /* physical_bone_plugin.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef PHYSICAL_BONE_PLUGIN_H
  31. #define PHYSICAL_BONE_PLUGIN_H
  32. #include "editor/editor_node.h"
  33. class PhysicalBoneEditor : public Object {
  34. GDCLASS(PhysicalBoneEditor, Object);
  35. EditorNode *editor;
  36. HBoxContainer *spatial_editor_hb;
  37. ToolButton *button_transform_joint;
  38. PhysicalBone *selected;
  39. protected:
  40. static void _bind_methods();
  41. private:
  42. void _on_toggle_button_transform_joint(bool p_is_pressed);
  43. void _set_move_joint();
  44. public:
  45. PhysicalBoneEditor(EditorNode *p_editor);
  46. ~PhysicalBoneEditor();
  47. void set_selected(PhysicalBone *p_pb);
  48. void hide();
  49. void show();
  50. };
  51. class PhysicalBonePlugin : public EditorPlugin {
  52. GDCLASS(PhysicalBonePlugin, EditorPlugin);
  53. EditorNode *editor;
  54. PhysicalBone *selected;
  55. PhysicalBoneEditor physical_bone_editor;
  56. public:
  57. virtual String get_name() const { return "PhysicalBone"; }
  58. virtual bool handles(Object *p_object) const { return p_object->is_class("PhysicalBone"); }
  59. virtual void make_visible(bool p_visible);
  60. virtual void edit(Object *p_node);
  61. PhysicalBonePlugin(EditorNode *p_editor);
  62. };
  63. #endif