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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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <ScreensCtrl.h>
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#include <ScreenFactory.h>
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#include <ScreenWidget.h>
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#include <QVBoxLayout>
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namespace O3DE::ProjectManager
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{
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ScreensCtrl::ScreensCtrl(QWidget* parent)
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: QWidget(parent)
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{
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QVBoxLayout* vLayout = new QVBoxLayout();
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setLayout(vLayout);
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m_screenStack = new QStackedWidget();
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vLayout->addWidget(m_screenStack);
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//Track the bottom of the stack
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m_screenVisitOrder.push(ProjectManagerScreen::Invalid);
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}
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void ScreensCtrl::BuildScreens(QVector<ProjectManagerScreen> screens)
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{
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for (ProjectManagerScreen screen : screens)
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{
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ResetScreen(screen);
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}
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}
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ScreenWidget* ScreensCtrl::FindScreen(ProjectManagerScreen screen)
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{
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const auto iterator = m_screenMap.find(screen);
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if (iterator != m_screenMap.end())
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{
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return iterator.value();
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}
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else
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{
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return nullptr;
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}
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}
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ScreenWidget* ScreensCtrl::GetCurrentScreen()
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{
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return reinterpret_cast<ScreenWidget*>(m_screenStack->currentWidget());
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}
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bool ScreensCtrl::ChangeToScreen(ProjectManagerScreen screen)
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{
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if (m_screenStack->currentWidget())
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{
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ScreenWidget* currentScreenWidget = GetCurrentScreen();
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if (currentScreenWidget->IsReadyForNextScreen())
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{
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return ForceChangeToScreen(screen);
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}
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}
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return false;
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}
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bool ScreensCtrl::ForceChangeToScreen(ProjectManagerScreen screen, bool addVisit)
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{
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const auto iterator = m_screenMap.find(screen);
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if (iterator != m_screenMap.end())
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{
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ScreenWidget* currentScreen = GetCurrentScreen();
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if (currentScreen != iterator.value())
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{
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if (addVisit)
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{
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m_screenVisitOrder.push(currentScreen->GetScreenEnum());
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}
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m_screenStack->setCurrentWidget(iterator.value());
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return true;
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}
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}
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return false;
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}
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bool ScreensCtrl::GotoPreviousScreen()
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{
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// Don't go back if we are on the first set screen
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if (m_screenVisitOrder.top() != ProjectManagerScreen::Invalid)
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{
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// We do not check with screen if we can go back, we should always be able to go back
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return ForceChangeToScreen(m_screenVisitOrder.pop(), false);
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}
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return false;
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}
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void ScreensCtrl::ResetScreen(ProjectManagerScreen screen)
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{
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// Delete old screen if it exists to start fresh
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DeleteScreen(screen);
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// Add new screen
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ScreenWidget* newScreen = BuildScreen(this, screen);
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m_screenStack->addWidget(newScreen);
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m_screenMap.insert(screen, newScreen);
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connect(newScreen, &ScreenWidget::ChangeScreenRequest, this, &ScreensCtrl::ChangeToScreen);
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connect(newScreen, &ScreenWidget::GotoPreviousScreenRequest, this, &ScreensCtrl::GotoPreviousScreen);
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connect(newScreen, &ScreenWidget::ResetScreenRequest, this, &ScreensCtrl::ResetScreen);
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}
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void ScreensCtrl::ResetAllScreens()
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{
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for (auto iter = m_screenMap.begin(); iter != m_screenMap.end(); ++iter)
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{
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ResetScreen(iter.key());
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}
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}
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void ScreensCtrl::DeleteScreen(ProjectManagerScreen screen)
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{
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// Find the old screen if it exists and get rid of it
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const auto iter = m_screenMap.find(screen);
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if (iter != m_screenMap.end())
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{
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m_screenStack->removeWidget(iter.value());
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iter.value()->deleteLater();
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// Erase does not cause a rehash so interators remain valid
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m_screenMap.erase(iter);
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}
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}
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void ScreensCtrl::DeleteAllScreens()
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{
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for (auto iter = m_screenMap.begin(); iter != m_screenMap.end(); ++iter)
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{
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DeleteScreen(iter.key());
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}
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}
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} // namespace O3DE::ProjectManager
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