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o3de/Gems/EMotionFX/Code/Source/Editor/PropertyWidgets/SimulatedObjectNameHandler.h
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Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693)
* Final update copyright headers to reference license files at the repo root

Signed-off-by: spham <spham@amazon.com>

* Fix copyright validator unit tests to support the stale O3DE header scenario

Signed-off-by: spham <spham@amazon.com>
2021-06-30 19:51:55 -07:00

60 lines
1.8 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 <Editor/LineEditValidatable.h>
#endif
namespace EMotionFX
{
class SimulatedObject;
class SimulatedObjectNameLineEdit
: public EMStudio::LineEditValidatable
{
Q_OBJECT // AUTOMOC
public:
AZ_CLASS_ALLOCATOR_DECL
SimulatedObjectNameLineEdit(QWidget* parent);
~SimulatedObjectNameLineEdit() = default;
void SetSimulatedObject(SimulatedObject* simulatedObject);
private:
SimulatedObject* m_simulatedObject;
};
class SimulatedObjectNameHandler
: public QObject
, public AzToolsFramework::PropertyHandler<AZStd::string, SimulatedObjectNameLineEdit>
{
Q_OBJECT // AUTOMOC
public:
AZ_CLASS_ALLOCATOR_DECL
SimulatedObjectNameHandler();
~SimulatedObjectNameHandler() = default;
AZ::u32 GetHandlerName() const override;
QWidget* CreateGUI(QWidget* parent) override;
void ConsumeAttribute(SimulatedObjectNameLineEdit* widget, AZ::u32 attrib, AzToolsFramework::PropertyAttributeReader* attrValue, const char* debugName) override;
void WriteGUIValuesIntoProperty(size_t index, SimulatedObjectNameLineEdit* GUI, property_t& instance, AzToolsFramework::InstanceDataNode* node) override;
bool ReadValuesIntoGUI(size_t index, SimulatedObjectNameLineEdit* GUI, const property_t& instance, AzToolsFramework::InstanceDataNode* node) override;
protected:
SimulatedObject* m_simulatedObject;
};
} // namespace EMotionFX