#pragma once class wiGUI; class wiWindow; class wiLabel; class wiCheckBox; class wiSlider; class wiComboBox; class AnimationWindow { public: AnimationWindow(wiGUI* gui); ~AnimationWindow(); wiGUI* GUI; wiECS::Entity entity = wiECS::INVALID_ENTITY; void SetEntity(wiECS::Entity entity); wiWindow* animWindow; wiComboBox* actionsComboBox; wiSlider* blendSlider; wiCheckBox* loopedCheckBox; // TODO: nicer way to control arbitrary amount of animation layers.... wiComboBox* actionsComboBox1; wiSlider* blendSlider1; wiSlider* weightSlider1; wiCheckBox* loopedCheckBox1; wiComboBox* actionsComboBox2; wiSlider* blendSlider2; wiSlider* weightSlider2; wiCheckBox* loopedCheckBox2; };