Merge branch 'main' into limit_max_scale
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+2
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@@ -24,7 +24,7 @@ namespace AzToolsFramework
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{
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QString ComponentTypeMimeData::GetMimeType()
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{
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return "application/x-amazon-lumberyard-editorcomponenttypes";
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return "application/x-amazon-o3de-editorcomponenttypes";
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}
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AZStd::unique_ptr<QMimeData> ComponentTypeMimeData::Create(const ClassDataContainer& container)
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@@ -99,7 +99,7 @@ namespace AzToolsFramework
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QString ComponentMimeData::GetMimeType()
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{
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return "application/x-amazon-lumberyard-editorcomponentdata";
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return "application/x-amazon-o3de-editorcomponentdata";
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}
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AZStd::unique_ptr<QMimeData> ComponentMimeData::Create(const ComponentDataContainer& components)
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+2
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@@ -15,7 +15,7 @@
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* Header file for the editor component base class.
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* Derive from this class to create a version of a component to use in the
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* editor, as opposed to the version of the component that is used during run time.
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* To learn more about editor components, see the [Lumberyard Developer Guide]
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* To learn more about editor components, see the [Open 3D Engine Developer Guide]
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* (http://docs.aws.amazon.com/lumberyard/latest/developerguide/component-entity-system-pg-editor-components.html).
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*/
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@@ -52,7 +52,7 @@ namespace AzToolsFramework
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* To create one or more game components to represent your editor component
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* in runtime, use BuildGameEntity().
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*
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* To learn more about editor components, see the [Lumberyard Developer Guide]
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* To learn more about editor components, see the [Open 3D Engine Developer Guide]
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* (http://docs.aws.amazon.com/lumberyard/latest/developerguide/component-entity-system-pg-editor-components.html).
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*/
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class EditorComponentBase
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+2
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@@ -408,7 +408,7 @@ namespace AzToolsFramework
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QString fullLayerPath(layerFolder.filePath(myLayerFileName));
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// Lumberyard will read in the layer in whatever format it's in, so there's no need to check what the save format is set to.
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// Open 3D Engine will read in the layer in whatever format it's in, so there's no need to check what the save format is set to.
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// The save format is also set in this object that is being loaded, so it wouldn't even be available.
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m_loadedLayer = AZ::Utils::LoadObjectFromFile<EditorLayer>(fullLayerPath.toUtf8().data());
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@@ -1051,7 +1051,6 @@ namespace AzToolsFramework
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currentFailure));
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// FileIO doesn't support removing directory, so use Qt.
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// QDir::IsEmpty isn't available until a newer version fo Qt than Lumberyard is using.
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if (layerTempFolder.entryInfoList(
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QDir::NoDotAndDotDot | QDir::AllEntries | QDir::System | QDir::Hidden).count() == 0)
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{
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@@ -1485,7 +1484,7 @@ namespace AzToolsFramework
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if (!newLayerEntityId.IsValid())
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{
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return LayerResult(LayerResultStatus::Error, "Lumberyard was unable to create a layer entity.");
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return LayerResult(LayerResultStatus::Error, "Open 3D Engine was unable to create a layer entity.");
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}
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// If this new layer has a parent, then set its parent.
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+2
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@@ -58,7 +58,7 @@ namespace AzToolsFramework
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AZ::Color m_color = AZ::Color::CreateOne();
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// Default to text files, so the save history is easier to understand in source control.
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// This attribute only effects writing layers, and is safe to store here instead of on the component.
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// When reading files off disk, Lumberyard figures out the correct format automatically.
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// When reading files off disk, Open 3D Engine figures out the correct format automatically.
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bool m_saveAsBinary = false;
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// The layer entity needs to be invisible to all other systems, so they don't show up in the viewport.
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@@ -338,7 +338,7 @@ namespace AzToolsFramework
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EditorLayer* m_loadedLayer = nullptr;
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AZStd::string m_layerFileName;
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// Lumberyard's serialization system requires everything in the editor to have a serialized to disk counterpart.
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// Open 3D Engine's serialization system requires everything in the editor to have a serialized to disk counterpart.
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// Layers have their data split into two categories: Stuff that should save to the layer file, and stuff that should
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// save to the layer component in the level. To allow the layer component to edit the data that goes in the layer file,
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// a placeholder value is serialized. This is only used at edit time, and is copied and cleared during serialization.
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