/* * 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. * */ #pragma once #include #include #include #include #include #include class QWidget; namespace EMotionFX { namespace Pipeline { namespace UI { class LODTreeSelectionHandler : public SceneUI::NodeTreeSelectionHandler { Q_OBJECT public: AZ_CLASS_ALLOCATOR_DECL QWidget* CreateGUI(QWidget* parent) override; AZ::u32 GetHandlerName() const override; bool IsDefaultHandler() const override; void ConsumeAttribute(SceneUI::NodeTreeSelectionWidget* widget, AZ::u32 attrib, AzToolsFramework::PropertyAttributeReader* attrValue, const char* debugName) override; protected: void ConsumeHideUncheckableAttribute(SceneUI::NodeTreeSelectionWidget* widget, AzToolsFramework::PropertyAttributeReader* attrValue); }; } } }