Code/Editor
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
@@ -264,7 +264,7 @@ void CFileUtil::EditTextureFile(const char* textureFile, [[maybe_unused]] bool b
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}
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bool failedToLaunch = true;
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QByteArray textureEditorPath = gSettings.textureEditor.toUtf8();
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const QString& textureEditorPath = gSettings.textureEditor;
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// Give the user a warning if they don't have a texture editor configured
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if (textureEditorPath.isEmpty())
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@@ -278,8 +278,7 @@ void CFileUtil::EditTextureFile(const char* textureFile, [[maybe_unused]] bool b
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// Use the Win32 API calls to open the right editor; the OS knows how to do this even better than
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// Qt does.
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QString fullTexturePathFixedForWindows = QString(fullTexturePath.data()).replace('/', '\\');
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QByteArray fullTexturePathFixedForWindowsUtf8 = fullTexturePathFixedForWindows.toUtf8();
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HINSTANCE hInst = ShellExecute(NULL, "open", textureEditorPath.data(), fullTexturePathFixedForWindowsUtf8.data(), NULL, SW_SHOWNORMAL);
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HINSTANCE hInst = ShellExecuteW(NULL, L"open", textureEditorPath.toStdWString().c_str(), fullTexturePathFixedForWindows.toStdWString().c_str(), NULL, SW_SHOWNORMAL);
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failedToLaunch = ((DWORD_PTR)hInst <= 32);
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#elif defined(AZ_PLATFORM_MAC)
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failedToLaunch = QProcess::execute(QString("/usr/bin/open"), {"-a", gSettings.textureEditor, QString(fullTexturePath.data()) }) != 0;
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@@ -298,7 +297,7 @@ void CFileUtil::EditTextureFile(const char* textureFile, [[maybe_unused]] bool b
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//////////////////////////////////////////////////////////////////////////
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bool CFileUtil::EditMayaFile(const char* filepath, const bool bExtractFromPak, const bool bUseGameFolder)
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{
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QString dosFilepath = QtUtil::ToQString(PathUtil::ToDosPath(filepath));
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QString dosFilepath = PathUtil::ToDosPath(filepath).c_str();
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if (bExtractFromPak)
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{
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ExtractFile(dosFilepath);
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@@ -313,7 +312,7 @@ bool CFileUtil::EditMayaFile(const char* filepath, const bool bExtractFromPak, c
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dosFilepath = sGameFolder + '\\' + filepath;
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}
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dosFilepath = PathUtil::ToDosPath(dosFilepath.toUtf8().data());
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dosFilepath = PathUtil::ToDosPath(dosFilepath.toUtf8().data()).c_str();
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}
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const char* engineRoot;
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@@ -1304,7 +1303,7 @@ IFileUtil::ECopyTreeResult CFileUtil::CopyTree(const QString& strSourceDirectory
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// all with the same names and all with the same files names inside. If you would make a depth-first search
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// you could end up with the files from the deepest folder in ALL your folders.
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std::vector<string> ignoredPatterns;
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std::vector<AZStd::string> ignoredPatterns;
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StringHelpers::Split(ignoreFilesAndFolders, "|", false, ignoredPatterns);
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QDirIterator::IteratorFlags flags = QDirIterator::NoIteratorFlags;
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@@ -2218,7 +2217,9 @@ uint32 CFileUtil::GetAttributes(const char* filename, bool bUseSourceControl /*=
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return SCC_FILE_ATTRIBUTE_READONLY | SCC_FILE_ATTRIBUTE_INPAK;
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}
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DWORD dwAttrib = ::GetFileAttributes(file.GetAdjustedFilename());
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AZStd::wstring fileW;
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AZStd::to_wstring(fileW, file.GetAdjustedFilename());
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DWORD dwAttrib = ::GetFileAttributesW(fileW.c_str());
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if (dwAttrib == INVALID_FILE_ATTRIBUTES)
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{
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return SCC_FILE_ATTRIBUTE_INVALID;
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