#ifndef PHYSICAL_BONE_PLUGIN_H #define PHYSICAL_BONE_PLUGIN_H /*************************************************************************/ /* physical_bone_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. */ /*************************************************************************/ #include "core/object.h" #include "core/ustring.h" #include "editor/editor_plugin.h" class PhysicalBone; class EditorNode; class HBoxContainer; class ToolButton; 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