/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_EDITOR_OBJECTLAYERPROPSDIALOG_H #define CRYINCLUDE_EDITOR_OBJECTLAYERPROPSDIALOG_H #pragma once #include #include namespace Ui { class CObjectLayerPropsDialog; } // CObjectLayerPropsDialog dialog class CObjectLayerPropsDialog : public QDialog { public: CObjectLayerPropsDialog(QWidget* parent = 0); // standard constructor virtual ~CObjectLayerPropsDialog(); protected: void showEvent(QShowEvent*) override; void UpdateData(bool fromUi = true); void accept() override; void OnBnClickedPlatform(); void UpdateSpecsUI(); void ReadSpecsUI(); public: bool m_bVisible; bool m_bFrozen; bool m_bExternal; bool m_bExportToGame; bool m_bExportLayerPak; bool m_bHavePhysics; bool m_bMainLayer; bool m_bDefaultLoaded; QString m_name; QColor m_color; int m_specs; private: QScopedPointer ui; }; #endif // CRYINCLUDE_EDITOR_OBJECTLAYERPROPSDIALOG_H