/* * 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 #include class CAnimationCompressionManager; namespace Serialization { class IArchive; class CContextList; struct SContextLink; struct INavigationProvider; } namespace CharacterTool { using std::unique_ptr; class AnimationList; class AnimationTagList; class CharacterGizmoManager; class CharacterSpaceProvider; class CharacterDocument; class EditorDBATable; class EditorCompressionPresetTable; class Explorer; class ExplorerFileList; class FilterAnimationList; class GizmoSink; class SkeletonList; struct CharacterDefinition; struct DisplayOptions; struct EntryModifiedEvent; struct ExplorerEntry; struct LoaderContext; struct SceneContent; struct System : public QObject { Q_OBJECT public: bool loaded; unique_ptr scene; unique_ptr document; int explorerColumnAudio; int explorerColumnPak; unique_ptr explorer; unique_ptr loaderContext; unique_ptr animationCompressionManager; // explorer data providers: unique_ptr animationList; unique_ptr characterList; unique_ptr physicsList; unique_ptr rigList; unique_ptr skeletonList; unique_ptr compressionGlobalList; unique_ptr sourceAssetList; EditorDBATable* dbaTable; EditorCompressionPresetTable* compressionPresetTable; SkeletonList* compressionSkeletonList; // ^^^ // serialization contexts unique_ptr contextList; unique_ptr gizmoSink; unique_ptr explorerNavigationProvider; unique_ptr characterSpaceProvider; unique_ptr filterAnimationList; unique_ptr animationTagList; // ^^^ // Declaring this after the animationTagList prevents a crash on shutdown! unique_ptr characterGizmoManager; System(); ~System(); void Serialize(Serialization::IArchive& ar); void Initialize(); void LoadGlobalData(); }; }