Initial commit

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alexpete
2021-03-05 11:26:34 -08:00
commit a10351f38d
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "LmbrCentral_precompiled.h"
#include "EditorAudioPreloadComponent.h"
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
namespace LmbrCentral
{
//=========================================================================
void EditorAudioPreloadComponent::Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<EditorAudioPreloadComponent, EditorComponentBase>()
->Version(1)
->Field("Preload Name", &EditorAudioPreloadComponent::m_defaultPreload)
->Field("Load Type", &EditorAudioPreloadComponent::m_loadType)
;
if (auto editContext = serializeContext->GetEditContext())
{
editContext->Enum<AudioPreloadComponent::LoadType>("Load Type", "Automatic or Manual loading and unloading")
->Value("Auto", AudioPreloadComponent::LoadType::Auto)
->Value("Manual", AudioPreloadComponent::LoadType::Manual)
;
editContext->Class<EditorAudioPreloadComponent>("Audio Preload", "The Audio Preload component is used to load and unload soundbanks contained in Audio Translation Layer (ATL) preloads")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "Audio")
->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/AudioPreload.svg")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c))
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
// Icon todo:
//->Attribute(AZ::Edit::Attributes::ViewportIcon, "Editor/Icons/Components/Viewport/AudioPreload.png")
->Attribute(AZ::Edit::Attributes::HelpPageURL, "https://docs.aws.amazon.com/lumberyard/latest/userguide/component-audio-preload.html")
->DataElement("AudioControl", &EditorAudioPreloadComponent::m_defaultPreload, "Preload Name", "The default ATL Preload control to use")
->DataElement(AZ::Edit::UIHandlers::ComboBox, &EditorAudioPreloadComponent::m_loadType, "Load Type", "Automatically when the component activates/deactivates, or Manually at user's request")
;
}
}
}
//=========================================================================
EditorAudioPreloadComponent::EditorAudioPreloadComponent()
{
m_defaultPreload.m_propertyType = AzToolsFramework::AudioPropertyType::Preload;
}
//=========================================================================
void EditorAudioPreloadComponent::BuildGameEntity(AZ::Entity* gameEntity)
{
gameEntity->CreateComponent<AudioPreloadComponent>(m_loadType, m_defaultPreload.m_controlName);
}
} // namespace LmbrCentral