/* * 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 "../Shared/CompressionPresetTable.h" #include "Serialization/Decorators/TagList.h" #include namespace CharacterTool { class FilterAnimationList; struct EditorCompressionPreset { SCompressionPresetEntry entry; vector matchingAnimations; void Serialize(Serialization::IArchive& ar); EditorCompressionPreset() {} }; class EditorCompressionPresetTable : public QObject { Q_OBJECT public: EditorCompressionPresetTable() : m_filterAnimationList(0) {} void SetFilterAnimationList(const FilterAnimationList* filterAnimationList) { m_filterAnimationList = filterAnimationList; } void Reset(); bool Load(); bool Save(); EditorCompressionPreset* FindPresetForAnimation(const SAnimationFilterItem& item); void Serialize(Serialization::IArchive& ar); void FindTags(std::vector >* tags) const; signals: void SignalChanged(); private: void UpdateMatchingAnimations(); const FilterAnimationList* m_filterAnimationList; std::vector m_entries; }; }