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o3de/Gems/NvCloth/Code/Source/Editor/MeshNodeHandler.h
T
Artur K f44169f7fa Cleanup SerializeContext.h pt.1 (#4264)
* Remove AssetSerializer inclusion from SerializeContext header

Moved a few Reflect methods to new cpp files.

In addition, some preparations for further header dependency reductions.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix smoke test lua failures.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Windows build fixes.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Missing license headers

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix white-space issues.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Code review fix for AzToolsFramework/AssetEditor/AssetEditorBus.h

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix inheritance list wrapping broken by older clang-format

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-09-29 11:31:01 -05:00

63 lines
2.3 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#if !defined(Q_MOC_RUN)
#include <AzToolsFramework/UI/PropertyEditor/PropertyEditorAPI.h>
#include <AzCore/Asset/AssetCommon.h>
#include <Editor/ComboBoxEditButtonPair.h>
#include <QObject>
#endif
namespace NvCloth
{
namespace Editor
{
/*
=============================================================
= Handler Documentation =
=============================================================
Custom handler for the Cloth Component's Mesh Node property as a ComboBoxEditButtonPair widget.
Handler Name: "MeshNodeSelector"
Available Attributes:
EntityId - Entity identifier used to query the mesh asset via MeshComponentRequestBus.
StringList - List of mesh node names that contain cloth data.
NOTE: EntityId must be the first attribute set so it's available when consuming StringList.
*/
class MeshNodeHandler
: public QObject
, public AzToolsFramework::PropertyHandler<AZStd::string, ComboBoxEditButtonPair>
{
Q_OBJECT
public:
AZ_CLASS_ALLOCATOR(MeshNodeHandler, AZ::SystemAllocator, 0);
MeshNodeHandler() = default;
// AzToolsFramework::PropertyHandler overrides ...
AZ::u32 GetHandlerName() const override;
QWidget* CreateGUI(QWidget* parent) override;
bool IsDefaultHandler() const override;
void ConsumeAttribute(widget_t* widget, AZ::u32 attrib, AzToolsFramework::PropertyAttributeReader* attrValue, const char* debugName) override;
void WriteGUIValuesIntoProperty(size_t index, widget_t* GUI, property_t& instance, AzToolsFramework::InstanceDataNode* node) override;
bool ReadValuesIntoGUI(size_t index, widget_t* GUI, const property_t& instance, AzToolsFramework::InstanceDataNode* node) override;
private:
void OnEditButtonClicked(widget_t* GUI);
AZ::Data::Asset<AZ::Data::AssetData> GetMeshAsset(const AZ::EntityId entityId) const;
};
} // namespace Editor
} // namespace NvCloth