/* * 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. #pragma once #include "GizmoSink.h" #include class QPropertyTree; namespace Serialization { class IArchive; class CContextList; } namespace CharacterTool { struct System; class CharacterGizmoManager : public QObject { Q_OBJECT public: typedef vector SelectionHandles; CharacterGizmoManager(System* system); QPropertyTree* Tree(GizmoLayer layer); void SetSubselection(GizmoLayer layer, const SelectionHandles& handles); const SelectionHandles& Subselection(GizmoLayer layer) const; void ReadGizmos(); signals: void SignalSubselectionChanged(int layer); void SignalGizmoChanged(); private slots: void OnActiveCharacterChanged(); void OnActiveAnimationSwitched(); void OnTreeAboutToSerialize(Serialization::IArchive& ar); void OnTreeSerialized(Serialization::IArchive& ar); void OnExplorerEntryModified(ExplorerEntryModifyEvent& ev); void OnExplorerBeginRemoveEntry(ExplorerEntry* entry); void OnSceneChanged(); private: vector > m_trees; unique_ptr m_contextList; vector m_subselections; ExplorerEntry* m_attachedAnimationEntry; System* m_system; }; }