Created custom JSON serializer for editor material component
The editor component contains an editor specific, dynamically generated version of the material slots to display all the possible options, organize properties for the user interface, and add custom actions. The critical data is already stored inside of the component controller configuration, which only stores a map of modified or overridden values. This change disables serialization of the redundant data for prefabs. Signed-off-by: Guthrie Adams <guthadam@amazon.com>
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of
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* this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/Memory/Memory.h>
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#include <AzCore/Serialization/Json/BaseJsonSerializer.h>
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namespace AZ
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{
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namespace Render
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{
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// JsonEditorMaterialComponentSerializer skips serialization of EditorMaterialComponentSlot(s) which are only needed at runtime in
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// the editor
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class JsonEditorMaterialComponentSerializer : public AZ::BaseJsonSerializer
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{
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public:
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AZ_RTTI(JsonEditorMaterialComponentSerializer, "{D354FE3C-34D2-4E80-B3F9-49450D252336}", BaseJsonSerializer);
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AZ_CLASS_ALLOCATOR_DECL;
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AZ::JsonSerializationResult::Result Load(
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void* outputValue,
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const AZ::Uuid& outputValueTypeId,
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const rapidjson::Value& inputValue,
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AZ::JsonDeserializerContext& context) override;
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AZ::JsonSerializationResult::Result Store(
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rapidjson::Value& outputValue,
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const void* inputValue,
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const void* defaultValue,
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const AZ::Uuid& valueTypeId,
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AZ::JsonSerializerContext& context) override;
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};
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} // namespace Render
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} // namespace AZ
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