Rearchitecture Project Manager Screens Workflow and Create Project Settings Ctrl
* Renamed UX screen files and classes to include screen in the name * Changed screens to emit a screen change request a controller can connect to * Made ScreensCtrl that owns and manages screens and their changing and history * Made Project Settings Control managing back and next buttons * Add Project Setting Model and moved New Project Settings Ui into Screen file * Goto previous screen always works * Removed unnecessary QObject namespace from connect calls * Merged ProjectSettingsModel into ProjectInfo
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@@ -30,7 +30,11 @@ namespace O3DE::ProjectManager
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m_pythonBindings = AZStd::make_unique<PythonBindings>(engineRootPath);
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ConnectSlotsAndSignals();
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m_screensCtrl = new ScreensCtrl();
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m_ui->verticalLayout->addWidget(m_screensCtrl);
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connect(m_ui->projectsMenu, &QMenu::aboutToShow, this, &ProjectManagerWindow::HandleProjectsMenu);
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connect(m_ui->engineMenu, &QMenu::aboutToShow, this, &ProjectManagerWindow::HandleEngineMenu);
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QDir rootDir = QString::fromUtf8(engineRootPath.Native().data(), aznumeric_cast<int>(engineRootPath.Native().size()));
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const auto pathOnDisk = rootDir.absoluteFilePath("Code/Tools/ProjectManager/Resources");
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@@ -39,9 +43,16 @@ namespace O3DE::ProjectManager
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AzQtComponents::StyleManager::setStyleSheet(this, QStringLiteral("projectlauncherwindow:ProjectManagerWindow.qss"));
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BuildScreens();
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ChangeToScreen(ProjectManagerScreen::FirstTimeUse);
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QVector<ProjectManagerScreen> screenEnums =
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{
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ProjectManagerScreen::FirstTimeUse,
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ProjectManagerScreen::NewProjectSettingsCore,
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ProjectManagerScreen::ProjectsHome,
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ProjectManagerScreen::ProjectSettings,
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ProjectManagerScreen::EngineSettings
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};
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m_screensCtrl->BuildScreens(screenEnums);
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m_screensCtrl->ForceChangeToScreen(ProjectManagerScreen::FirstTimeUse, false);
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}
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ProjectManagerWindow::~ProjectManagerWindow()
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@@ -49,61 +60,13 @@ namespace O3DE::ProjectManager
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m_pythonBindings.reset();
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}
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void ProjectManagerWindow::BuildScreens()
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{
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// Basically just iterate over the ProjectManagerScreen enum creating each screen
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// Could add some fancy to do this but there are few screens right now
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ResetScreen(ProjectManagerScreen::FirstTimeUse);
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ResetScreen(ProjectManagerScreen::NewProjectSettings);
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ResetScreen(ProjectManagerScreen::GemCatalog);
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ResetScreen(ProjectManagerScreen::ProjectsHome);
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ResetScreen(ProjectManagerScreen::ProjectSettings);
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ResetScreen(ProjectManagerScreen::EngineSettings);
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}
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QStackedWidget* ProjectManagerWindow::GetScreenStack()
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{
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return m_ui->stackedScreens;
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}
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void ProjectManagerWindow::ChangeToScreen(ProjectManagerScreen screen)
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{
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int index = aznumeric_cast<int, ProjectManagerScreen>(screen);
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m_ui->stackedScreens->setCurrentIndex(index);
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}
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void ProjectManagerWindow::ResetScreen(ProjectManagerScreen screen)
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{
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int index = aznumeric_cast<int, ProjectManagerScreen>(screen);
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// Fine the old screen if it exists and get rid of it so we can start fresh
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QWidget* oldScreen = m_ui->stackedScreens->widget(index);
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if (oldScreen)
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{
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m_ui->stackedScreens->removeWidget(oldScreen);
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oldScreen->deleteLater();
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}
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// Add new screen
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QWidget* newScreen = BuildScreen(this, screen);
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m_ui->stackedScreens->insertWidget(index, newScreen);
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}
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void ProjectManagerWindow::ConnectSlotsAndSignals()
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{
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QObject::connect(m_ui->projectsMenu, &QMenu::aboutToShow, this, &ProjectManagerWindow::HandleProjectsMenu);
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QObject::connect(m_ui->engineMenu, &QMenu::aboutToShow, this, &ProjectManagerWindow::HandleEngineMenu);
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}
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void ProjectManagerWindow::HandleProjectsMenu()
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{
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ChangeToScreen(ProjectManagerScreen::ProjectsHome);
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m_screensCtrl->ChangeToScreen(ProjectManagerScreen::ProjectsHome);
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}
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void ProjectManagerWindow::HandleEngineMenu()
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{
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ChangeToScreen(ProjectManagerScreen::EngineSettings);
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m_screensCtrl->ChangeToScreen(ProjectManagerScreen::EngineSettings);
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}
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} // namespace O3DE::ProjectManager
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