/* * 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 "../Shared/DBATable.h" namespace CharacterTool { class FilterAnimationList; struct SEditorDBAEntry { SDBAEntry entry; std::vector matchingAnimations; void Serialize(Serialization::IArchive& ar); }; class FilterAnimationList; class EditorDBATable : public QObject { Q_OBJECT public: EditorDBATable() : m_filterAnimationList(0) {} void SetFilterAnimationList(const FilterAnimationList* filterAnimationList) { m_filterAnimationList = filterAnimationList; } void Serialize(Serialization::IArchive& ar); void FindTags(std::vector >* tags) const; int FindDBAForAnimation(const SAnimationFilterItem& item) const; const SEditorDBAEntry* GetEntryByIndex(int index) const; void Reset(); bool Load(); bool Save(); signals: void SignalChanged(); private: void UpdateMatchingAnimations(); std::vector m_entries; const FilterAnimationList* m_filterAnimationList; }; }