Remove deprecated prefab support from UI Editor (#1754)

* Remove old prefab support from UI Editor

Signed-off-by: abrmich <abrmich@amazon.com>

* Delete deprecated prefab files that are no longer supported in UI Editor

Signed-off-by: abrmich <abrmich@amazon.com>
This commit is contained in:
michabr
2021-07-02 15:42:09 -07:00
committed by GitHub
parent 497059bea7
commit 9dbafa72a8
30 changed files with 1 additions and 3220 deletions
-43
View File
@@ -128,7 +128,6 @@ EditorWindow::EditorWindow(QWidget* parent, Qt::WindowFlags flags)
, m_previewActionLogDockWidget(nullptr)
, m_previewAnimationListDockWidget(nullptr)
, m_editorMode(UiEditorMode::Edit)
, m_prefabFiles()
, m_actionsEnabledWithSelection()
, m_pasteAsSiblingAction(nullptr)
, m_pasteAsChildAction(nullptr)
@@ -160,8 +159,6 @@ EditorWindow::EditorWindow(QWidget* parent, Qt::WindowFlags flags)
connect(m_hierarchy, &HierarchyWidget::SetUserSelection, this, &EditorWindow::UpdateActionsEnabledState);
m_clipboardConnection = connect(QApplication::clipboard(), &QClipboard::dataChanged, this, &EditorWindow::UpdateActionsEnabledState);
UpdatePrefabFiles();
// Create the cursor to be used when picking an element in the hierarchy or viewport during object pick mode.
// Uses the default hot spot which is the center of the image
m_entityPickerCursor = QCursor(QPixmap(UICANVASEDITOR_ENTITY_PICKER_CURSOR));
@@ -1551,46 +1548,6 @@ AssetTreeEntry* EditorWindow::GetSliceLibraryTree()
return m_sliceLibraryTree;
}
void EditorWindow::UpdatePrefabFiles()
{
m_prefabFiles.clear();
// IMPORTANT: ScanDirectory() is VERY slow. It can easily take as much
// as a whole second to execute. That's why we want to cache its result
// up front and ONLY access the cached data.
GetIEditor()->GetFileUtil()->ScanDirectory("", "*." UICANVASEDITOR_PREFAB_EXTENSION, m_prefabFiles);
SortPrefabsList();
}
IFileUtil::FileArray& EditorWindow::GetPrefabFiles()
{
return m_prefabFiles;
}
void EditorWindow::AddPrefabFile(const QString& prefabFilename)
{
IFileUtil::FileDesc fd;
fd.filename = prefabFilename;
m_prefabFiles.push_back(fd);
SortPrefabsList();
}
void EditorWindow::SortPrefabsList()
{
AZStd::sort<IFileUtil::FileArray::iterator>(m_prefabFiles.begin(), m_prefabFiles.end(),
[](const IFileUtil::FileDesc& fd1, const IFileUtil::FileDesc& fd2)
{
// Some of the files in the list are in different directories, so we
// explicitly sort by filename only.
AZStd::string fd1Filename;
AzFramework::StringFunc::Path::GetFileName(fd1.filename.toUtf8().data(), fd1Filename);
AZStd::string fd2Filename;
AzFramework::StringFunc::Path::GetFileName(fd2.filename.toUtf8().data(), fd2Filename);
return fd1Filename < fd2Filename;
});
}
void EditorWindow::ToggleEditorMode()
{
m_editorMode = (m_editorMode == UiEditorMode::Edit) ? UiEditorMode::Preview : UiEditorMode::Edit;