Merge branch 'stabilization/2106' of https://github.com/aws-lumberyard/o3de into jckand/FoundationAutoStabilization

main
jckand-amzn 5 years ago
commit f3ac3fe511

@ -19,6 +19,7 @@ set(FILES
native/AssetManager/AssetRequestHandler.cpp
native/AssetManager/AssetRequestHandler.h
native/AssetManager/assetScanFolderInfo.h
native/AssetManager/assetScanFolderInfo.cpp
native/AssetManager/assetScanner.cpp
native/AssetManager/assetScanner.h
native/AssetManager/assetScannerWorker.cpp

@ -0,0 +1,42 @@
/*
* 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 <native/AssetManager/assetScanFolderInfo.h>
#include <native/utilities/assetUtils.h>
namespace AssetProcessor
{
ScanFolderInfo::ScanFolderInfo(
QString path,
QString displayName,
QString portableKey,
bool isRoot,
bool recurseSubFolders,
AZStd::vector<AssetBuilderSDK::PlatformInfo> platforms,
int order,
AZ::s64 scanFolderID,
bool canSaveNewAssets)
: m_scanPath(path)
, m_displayName(displayName)
, m_portableKey (portableKey)
, m_isRoot(isRoot)
, m_recurseSubFolders(recurseSubFolders)
, m_order(order)
, m_scanFolderID(scanFolderID)
, m_platforms(platforms)
, m_canSaveNewAssets(canSaveNewAssets)
{
m_scanPath = AssetUtilities::NormalizeFilePath(m_scanPath);
// note that m_scanFolderID is 0 unless its filled in from the DB.
}
} // end namespace AssetProcessor

@ -33,19 +33,7 @@ namespace AssetProcessor
AZStd::vector<AssetBuilderSDK::PlatformInfo> platforms = AZStd::vector<AssetBuilderSDK::PlatformInfo>{},
int order = 0,
AZ::s64 scanFolderID = 0,
bool canSaveNewAssets = false)
: m_scanPath(path)
, m_displayName(displayName)
, m_portableKey (portableKey)
, m_isRoot(isRoot)
, m_recurseSubFolders(recurseSubFolders)
, m_order(order)
, m_scanFolderID(scanFolderID)
, m_platforms(platforms)
, m_canSaveNewAssets(canSaveNewAssets)
{
// note that m_scanFolderID is 0 unless its filled in from the DB.
}
bool canSaveNewAssets = false);
ScanFolderInfo() = default;
ScanFolderInfo(const ScanFolderInfo& other) = default;

@ -177,9 +177,10 @@ namespace AZ
AZ::Entity* rootEntity = reinterpret_cast<AZ::Entity*>(classPtr);
bool convertResult = ConvertSliceToPrefab(context, outputPath, isDryRun, rootEntity);
// Clear out the references to any nested slices so that the nested assets get unloaded correctly at the end of
// the conversion.
ClearSliceAssetReferences(rootEntity);
// Delete the root entity pointer. Otherwise, it will leak itself along with all of the slice asset references held
// within it.
delete rootEntity;
return convertResult;
};
@ -229,8 +230,12 @@ namespace AZ
return false;
}
// Get all of the entities from the slice.
// Get all of the entities from the slice. We're taking ownership of them, so we also remove them from the slice component
// without deleting them.
constexpr bool deleteEntities = false;
constexpr bool removeEmptyInstances = true;
SliceComponent::EntityList sliceEntities = sliceComponent->GetNewEntities();
sliceComponent->RemoveAllEntities(deleteEntities, removeEmptyInstances);
AZ_Printf("Convert-Slice", " Slice contains %zu entities.\n", sliceEntities.size());
// Create the Prefab with the entities from the slice.
@ -273,6 +278,12 @@ namespace AZ
}
}
// Save off a mapping of the slice's metadata entity ID as well, even though we never converted the entity itself.
// This will help us better detect entity ID mapping errors for nested slice instances.
AZ::Entity* metadataEntity = sliceComponent->GetMetadataEntity();
constexpr bool isMetadataEntity = true;
m_aliasIdMapper.emplace(metadataEntity->GetId(), SliceEntityMappingInfo(templateId, "MetadataEntity", isMetadataEntity));
// Update the prefab template with the fixed-up data in our prefab instance.
AzToolsFramework::Prefab::PrefabDom prefabDom;
bool storeResult = AzToolsFramework::Prefab::PrefabDomUtils::StoreInstanceInPrefabDom(*sourceInstance, prefabDom);
@ -402,6 +413,21 @@ namespace AZ
"Convert-Slice", " Attaching %zu instances of nested slice '%s'.\n", instances.size(),
nestedPrefabPath.Native().c_str());
// Before processing any further, save off all the known entity IDs from all the instances and how they map back to
// the base nested prefab that they've come from (i.e. this one). As we proceed up the chain of nesting, this will
// build out a hierarchical list of owning instances for each entity that we can trace upwards to know where to add
// the entity into our nested prefab instance.
// This step needs to occur *before* converting the instances themselves, because while converting instances, they
// might have entity ID references that point to other instances. By having the full instance entity ID map in place
// before conversion, we'll be able to fix them up appropriately.
for (auto& instance : instances)
{
AZStd::string instanceAlias = GetInstanceAlias(instance);
UpdateSliceEntityInstanceMappings(instance.GetEntityIdToBaseMap(), instanceAlias);
}
// Now that we have all the entity ID mappings, convert all the instances.
for (auto& instance : instances)
{
bool instanceConvertResult = ConvertSliceInstance(instance, sliceAsset, nestedTemplate, sourceInstance);
@ -415,6 +441,28 @@ namespace AZ
return true;
}
AZStd::string SliceConverter::GetInstanceAlias(const AZ::SliceComponent::SliceInstance& instance)
{
// When creating the new instance, we would like to have deterministic instance aliases. Prefabs that depend on this one
// will have patches that reference the alias, so if we reconvert this slice a second time, we would like it to produce
// the same results. To get a deterministic and unique alias, we rely on the slice instance. The slice instance contains
// a map of slice entity IDs to unique instance entity IDs. We'll just consistently use the first entry in the map as the
// unique instance ID.
AZStd::string instanceAlias;
auto entityIdMap = instance.GetEntityIdMap();
if (!entityIdMap.empty())
{
instanceAlias = AZStd::string::format("Instance_%s", entityIdMap.begin()->second.ToString().c_str());
}
else
{
AZ_Error("Convert-Slice", false, " Couldn't create deterministic instance alias.");
instanceAlias = AZStd::string::format("Instance_%s", AZ::Entity::MakeId().ToString().c_str());
}
return instanceAlias;
}
bool SliceConverter::ConvertSliceInstance(
AZ::SliceComponent::SliceInstance& instance,
AZ::Data::Asset<AZ::SliceAsset>& sliceAsset,
@ -438,27 +486,7 @@ namespace AZ
auto instanceToTemplateInterface = AZ::Interface<AzToolsFramework::Prefab::InstanceToTemplateInterface>::Get();
auto prefabSystemComponentInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabSystemComponentInterface>::Get();
// When creating the new instance, we would like to have deterministic instance aliases. Prefabs that depend on this one
// will have patches that reference the alias, so if we reconvert this slice a second time, we would like it to produce
// the same results. To get a deterministic and unique alias, we rely on the slice instance. The slice instance contains
// a map of slice entity IDs to unique instance entity IDs. We'll just consistently use the first entry in the map as the
// unique instance ID.
AZStd::string instanceAlias;
auto entityIdMap = instance.GetEntityIdMap();
if (!entityIdMap.empty())
{
instanceAlias = AZStd::string::format("Instance_%s", entityIdMap.begin()->second.ToString().c_str());
}
else
{
instanceAlias = AZStd::string::format("Instance_%s", AZ::Entity::MakeId().ToString().c_str());
}
// Before processing any further, save off all the known entity IDs from this instance and how they map back to the base
// nested prefab that they've come from (i.e. this one). As we proceed up the chain of nesting, this will build out a
// hierarchical list of owning instances for each entity that we can trace upwards to know where to add the entity into
// our nested prefab instance.
UpdateSliceEntityInstanceMappings(instance.GetEntityIdToBaseMap(), instanceAlias);
AZStd::string instanceAlias = GetInstanceAlias(instance);
// Create a new unmodified prefab Instance for the nested slice instance.
auto nestedInstance = AZStd::make_unique<AzToolsFramework::Prefab::Instance>();
@ -619,6 +647,10 @@ namespace AZ
SetParentEntity(containerEntity->get(), topLevelInstance->GetContainerEntityId(), onlySetIfInvalid);
}
// After doing all of the above, run through entity references in any of the patched entities, and fix up the entity IDs to
// match the new ones in our prefabs.
RemapIdReferences(m_aliasIdMapper, topLevelInstance, nestedInstance.get(), instantiated, dependentSlice->GetSerializeContext());
// Add the nested instance itself to the top-level prefab. To do this, we need to add it to our top-level instance,
// create a patch out of it, and patch the top-level prefab template.
@ -750,17 +782,6 @@ namespace AZ
AZ_Error("Convert-Slice", disconnected, "Asset Processor failed to disconnect successfully.");
}
void SliceConverter::ClearSliceAssetReferences(AZ::Entity* rootEntity)
{
SliceComponent* sliceComponent = AZ::EntityUtils::FindFirstDerivedComponent<SliceComponent>(rootEntity);
// Make a copy of the slice list and remove all of them from the loaded component.
AZ::SliceComponent::SliceList slices = sliceComponent->GetSlices();
for (auto& slice : slices)
{
sliceComponent->RemoveSlice(&slice);
}
}
void SliceConverter::UpdateSliceEntityInstanceMappings(
const AZ::SliceComponent::EntityIdToEntityIdMap& sliceEntityIdMap, const AZStd::string& currentInstanceAlias)
{
@ -789,9 +810,108 @@ namespace AZ
AZ_Assert(oldId == newId, "The same entity instance ID has unexpectedly appeared twice in the same nested prefab.");
}
}
else
{
AZ_Warning("Convert-Slice", false, " Couldn't find an entity ID conversion for %s.", oldId.ToString().c_str());
}
}
}
void SliceConverter::RemapIdReferences(
const AZStd::unordered_map<AZ::EntityId, SliceEntityMappingInfo>& idMapper,
AzToolsFramework::Prefab::Instance* topLevelInstance,
AzToolsFramework::Prefab::Instance* nestedInstance,
SliceComponent::InstantiatedContainer* instantiatedEntities,
SerializeContext* context)
{
// Given a set of instantiated entities, run through all of them, look for entity references, and replace the entity IDs with
// new ones that match up with our prefabs.
IdUtils::Remapper<EntityId>::ReplaceIdsAndIdRefs(
instantiatedEntities,
[idMapper, &topLevelInstance, &nestedInstance](
const EntityId& sourceId, bool isEntityId, [[maybe_unused]] const AZStd::function<EntityId()>& idGenerator) -> EntityId
{
EntityId newId = sourceId;
// Only convert valid entity references. Actual entity IDs have already been taken care of elsewhere, so ignore them.
if (!isEntityId && sourceId.IsValid())
{
auto entityEntry = idMapper.find(sourceId);
// Since we've already remapped transform hierarchies to include container entities, it's possible that our entity
// reference is pointing to a container, which means it won't be in our slice mapping table. In that case, just
// return it as-is.
if (entityEntry == idMapper.end())
{
return sourceId;
}
// We've got a slice->prefab mapping entry, so now we need to use it.
auto& mappingStruct = entityEntry->second;
if (mappingStruct.m_nestedInstanceAliases.empty())
{
// If we don't have a chain of nested instance aliases, then this entity reference is either within the
// current nested instance or it's pointing to an entity in the top-level instance. We'll try them both
// to look for a match.
EntityId prefabId = nestedInstance->GetEntityId(mappingStruct.m_entityAlias);
if (!prefabId.IsValid())
{
prefabId = topLevelInstance->GetEntityId(mappingStruct.m_entityAlias);
}
if (prefabId.IsValid())
{
newId = prefabId;
}
else
{
AZ_Error("Convert-Slice", false, " Couldn't find source ID %s", sourceId.ToString().c_str());
}
}
else
{
// We *do* have a chain of nested instance aliases. This chain could either be relative to the nested instance
// or the top-level instance. We can tell which one it is by which one can find the first nested instance
// alias.
AzToolsFramework::Prefab::Instance* entityInstance = nestedInstance;
auto it = mappingStruct.m_nestedInstanceAliases.rbegin();
if (!entityInstance->FindNestedInstance(*it).has_value())
{
entityInstance = topLevelInstance;
}
// Now that we've got a starting point, iterate through the chain of nested instance aliases to find the
// correct instance to get the entity ID for. We have to go from slice IDs -> entity aliases -> entity IDs
// because prefab instance creation can change some of our entity IDs along the way.
for (; it != mappingStruct.m_nestedInstanceAliases.rend(); it++)
{
auto foundInstance = entityInstance->FindNestedInstance(*it);
if (foundInstance.has_value())
{
entityInstance = &(foundInstance->get());
}
else
{
AZ_Assert(false, "Couldn't find nested instance %s", it->c_str());
}
}
EntityId prefabId = entityInstance->GetEntityId(mappingStruct.m_entityAlias);
if (prefabId.IsValid())
{
newId = prefabId;
}
}
}
return newId;
},
context);
}
} // namespace SerializeContextTools
} // namespace AZ

@ -42,6 +42,28 @@ namespace AZ
bool ConvertSliceFiles(Application& application);
private:
// When converting slice entities, especially for nested slices, we need to keep track of the original
// entity ID, the entity alias it uses in the prefab, and which template and nested instance path it maps to.
// As we encounter each instanced entity ID, we can look it up in this structure and use this to determine how to properly
// add it to the correct place in the hierarchy.
struct SliceEntityMappingInfo
{
SliceEntityMappingInfo(
AzToolsFramework::Prefab::TemplateId templateId,
AzToolsFramework::Prefab::EntityAlias entityAlias,
bool isMetadataEntity = false)
: m_templateId(templateId)
, m_entityAlias(entityAlias)
, m_isMetadataEntity(isMetadataEntity)
{
}
AzToolsFramework::Prefab::TemplateId m_templateId;
AzToolsFramework::Prefab::EntityAlias m_entityAlias;
AZStd::vector<AzToolsFramework::Prefab::InstanceAlias> m_nestedInstanceAliases;
bool m_isMetadataEntity{ false };
};
bool ConnectToAssetProcessor();
void DisconnectFromAssetProcessor();
@ -58,27 +80,17 @@ namespace AZ
void SetParentEntity(const AZ::Entity& entity, const AZ::EntityId& parentId, bool onlySetIfInvalid);
void PrintPrefab(AzToolsFramework::Prefab::TemplateId templateId);
bool SavePrefab(AZ::IO::PathView outputPath, AzToolsFramework::Prefab::TemplateId templateId);
void ClearSliceAssetReferences(AZ::Entity* rootEntity);
void UpdateSliceEntityInstanceMappings(
const AZ::SliceComponent::EntityIdToEntityIdMap& sliceEntityIdMap,
const AZStd::string& currentInstanceAlias);
AZStd::string GetInstanceAlias(const AZ::SliceComponent::SliceInstance& instance);
// When converting slice entities, especially for nested slices, we need to keep track of the original
// entity ID, the entity alias it uses in the prefab, and which template and nested instance path it maps to.
// As we encounter each instanced entity ID, we can look it up in this structure and use this to determine how to properly
// add it to the correct place in the hierarchy.
struct SliceEntityMappingInfo
{
SliceEntityMappingInfo(AzToolsFramework::Prefab::TemplateId templateId, AzToolsFramework::Prefab::EntityAlias entityAlias)
: m_templateId(templateId)
, m_entityAlias(entityAlias)
{
}
AzToolsFramework::Prefab::TemplateId m_templateId;
AzToolsFramework::Prefab::EntityAlias m_entityAlias;
AZStd::vector<AzToolsFramework::Prefab::InstanceAlias> m_nestedInstanceAliases;
};
void RemapIdReferences(
const AZStd::unordered_map<AZ::EntityId, SliceEntityMappingInfo>& idMapper,
AzToolsFramework::Prefab::Instance* topLevelInstance,
AzToolsFramework::Prefab::Instance* nestedInstance,
SliceComponent::InstantiatedContainer* instantiatedEntities,
SerializeContext* context);
// Track all of the entity IDs created and associate them with enough conversion information to know how to place the
// entities in the correct place in the prefab hierarchy and fix up parent entity ID mappings to work with the nested

@ -8,7 +8,7 @@
"$type": "DX12::PlatformLimitsDescriptor",
"m_descriptorHeapLimits": {
"DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV": [16384, 262144],
"DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV": [1000000, 1000000],
"DESCRIPTOR_HEAP_TYPE_SAMPLER": [2048, 2048],
"DESCRIPTOR_HEAP_TYPE_RTV": [2048, 0],
"DESCRIPTOR_HEAP_TYPE_DSV": [2048, 0]

@ -23,7 +23,9 @@ namespace AZ
{
Low,
Medium,
High
High,
Count
};
//! This class provides general features and configuration for the diffuse global illumination environment,

@ -20,6 +20,8 @@
#include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
#include <Atom/RPI.Public/ColorManagement/TransformColor.h>
#include <Atom/RPI.Public/Pass/PassSystemInterface.h>
#include <Atom/RPI.Public/Pass/PassFilter.h>
#include <Atom/RPI.Public/Pass/Specific/EnvironmentCubeMapPass.h>
#include <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/View.h>
@ -1070,7 +1072,18 @@ namespace AZ
segment.m_pipelineViewTag = viewTag;
if (!segment.m_view || segment.m_view->GetName() != viewName)
{
segment.m_view = RPI::View::CreateView(viewName, RPI::View::UsageShadow);
RPI::View::UsageFlags usageFlags = RPI::View::UsageShadow;
// if the shadow is rendering in an EnvironmentCubeMapPass it also needs to be a ReflectiveCubeMap view,
// to filter out shadows from objects that are excluded from the cubemap
RPI::PassClassFilter<RPI::EnvironmentCubeMapPass> passFilter;
AZStd::vector<AZ::RPI::Pass*> cubeMapPasses = AZ::RPI::PassSystemInterface::Get()->FindPasses(passFilter);
if (!cubeMapPasses.empty())
{
usageFlags |= RPI::View::UsageReflectiveCubeMap;
}
segment.m_view = RPI::View::CreateView(viewName, usageFlags);
}
}
}

@ -43,6 +43,12 @@ namespace AZ
void DiffuseGlobalIlluminationFeatureProcessor::SetQualityLevel(DiffuseGlobalIlluminationQualityLevel qualityLevel)
{
if (qualityLevel >= DiffuseGlobalIlluminationQualityLevel::Count)
{
AZ_Assert(false, "SetQualityLevel called with invalid quality level [%d]", qualityLevel);
return;
}
m_qualityLevel = qualityLevel;
UpdatePasses();

@ -12691,8 +12691,7 @@ static int glad_vk_find_extensions_vulkan( VkPhysicalDevice physical_device) {
#endif
GLAD_VK_KHR_push_descriptor = glad_vk_has_extension("VK_KHR_push_descriptor", extension_count, extensions);
GLAD_VK_KHR_ray_tracing = (glad_vk_has_extension("VK_KHR_acceleration_structure", extension_count, extensions)
&& glad_vk_has_extension("VK_KHR_ray_tracing_pipeline", extension_count, extensions)
&& glad_vk_has_extension("VK_KHR_ray_query", extension_count, extensions));
&& glad_vk_has_extension("VK_KHR_ray_tracing_pipeline", extension_count, extensions));
GLAD_VK_KHR_relaxed_block_layout = glad_vk_has_extension("VK_KHR_relaxed_block_layout", extension_count, extensions);
GLAD_VK_KHR_sampler_mirror_clamp_to_edge = glad_vk_has_extension("VK_KHR_sampler_mirror_clamp_to_edge", extension_count, extensions);
GLAD_VK_KHR_sampler_ycbcr_conversion = glad_vk_has_extension("VK_KHR_sampler_ycbcr_conversion", extension_count, extensions);

@ -29,7 +29,7 @@ namespace AZ
static void Reflect(ReflectContext* context);
DiffuseGlobalIlluminationQualityLevel m_qualityLevel;
DiffuseGlobalIlluminationQualityLevel m_qualityLevel = DiffuseGlobalIlluminationQualityLevel::Low;
};
}
}

@ -36,7 +36,7 @@ namespace AZ
->Attribute(Edit::Attributes::Category, "Atom")
->Attribute(AZ::Edit::Attributes::Icon, "Icons/Components/Component_Placeholder.svg")
->Attribute(AZ::Edit::Attributes::ViewportIcon, "Icons/Components/Viewport/Component_Placeholder.png")
->Attribute(Edit::Attributes::AppearsInAddComponentMenu, AZStd::vector<AZ::Crc32>({ AZ_CRC("Level", 0x9aeacc13), AZ_CRC("Game", 0x232b318c) }))
->Attribute(Edit::Attributes::AppearsInAddComponentMenu, AZStd::vector<AZ::Crc32>({ AZ_CRC("Level", 0x9aeacc13) }))
->Attribute(Edit::Attributes::AutoExpand, true)
->Attribute(Edit::Attributes::HelpPageURL, "https://")
;

@ -22,6 +22,8 @@
<bal:WixStandardBootstrapperApplication
LicenseUrl="$(var.CPACK_LICENSE_URL)"
LogoFile="$(var.CPACK_WIX_PRODUCT_LOGO)"
ThemeFile="$(var.CPACK_BOOTSTRAP_THEME_FILE).xml"
LocalizationFile="$(var.CPACK_BOOTSTRAP_THEME_FILE).wxl"
ShowVersion="yes" />
</BootstrapperApplicationRef>
<?else?>
@ -29,6 +31,8 @@
<bal:WixStandardBootstrapperApplication
LicenseFile="$(var.CPACK_WIX_LICENSE_RTF)"
LogoFile="$(var.CPACK_WIX_PRODUCT_LOGO)"
ThemeFile="$(var.CPACK_BOOTSTRAP_THEME_FILE).xml"
LocalizationFile="$(var.CPACK_BOOTSTRAP_THEME_FILE).wxl"
ShowVersion="yes" />
</BootstrapperApplicationRef>
<?endif?>

@ -0,0 +1,70 @@
<?xml version="1.0" encoding="utf-8"?>
<WixLocalization Culture="en-us"
Language="1033"
xmlns="http://schemas.microsoft.com/wix/2006/localization">
<!-- common -->
<String Id="WindowTitle">[WixBundleName] Setup</String>
<String Id="Title">[WixBundleName]</String>
<String Id="InstallVersion">Version [WixBundleVersion]</String>
<String Id="ConfirmCancelMessage">Are you sure you want to cancel?</String>
<!-- welcome page -->
<String Id="InstallHeader">Welcome</String>
<String Id="InstallMessage">
Setup will install [WixBundleName] on your computer. Click install to continue, options to set the install directory or Close to exit.
</String>
<String Id="InstallLicenseLinkText">[WixBundleName] &lt;a href="#"&gt;license terms&lt;/a&gt;.</String>
<String Id="InstallAcceptCheckbox">I &amp;agree to the license terms and conditions</String>
<String Id="InstallOptionsButton">&amp;Options</String>
<String Id="InstallInstallButton">&amp;Install</String>
<String Id="InstallCloseButton">&amp;Close</String>
<!-- configure install page -->
<String Id="OptionsHeader">Setup Options</String>
<String Id="OptionsLocationLabel">Install location:</String>
<String Id="OptionsBrowseButton">&amp;Browse</String>
<String Id="OptionsOkButton">&amp;OK</String>
<String Id="OptionsCancelButton">&amp;Cancel</String>
<!-- edit existing install page -->
<String Id="ModifyHeader">Modify Setup</String>
<String Id="ModifyRepairButton">&amp;Repair</String>
<String Id="ModifyUninstallButton">&amp;Uninstall</String>
<String Id="ModifyCloseButton">&amp;Close</String>
<!-- action progress page -->
<String Id="ProgressHeader">Setup Progress</String>
<String Id="ProgressLabel">Processing:</String>
<String Id="OverallProgressPackageText">Initializing...</String>
<String Id="ProgressCancelButton">&amp;Cancel</String>
<!-- final page (success state) -->
<String Id="SuccessHeader">Setup Successful</String>
<String Id="SuccessInstallHeader">Installation Successfully Completed</String>
<String Id="SuccessRepairHeader">Repair Successfully Completed</String>
<String Id="SuccessUninstallHeader">Uninstall Successfully Completed</String>
<String Id="SuccessLaunchButton">&amp;Launch</String>
<String Id="SuccessCloseButton">&amp;Close</String>
<!-- final page (fail state) -->
<String Id="FailureHeader">Setup Failed</String>
<String Id="FailureInstallHeader">Setup Failed</String>
<String Id="FailureUninstallHeader">Uninstall Failed</String>
<String Id="FailureRepairHeader">Repair Failed</String>
<String Id="FailureHyperlinkLogText">
One or more issues caused the setup to fail. Please fix the issues and then retry setup. For more information see the &lt;a href="#"&gt;log file&lt;/a&gt;.
</String>
<String Id="FailureCloseButton">&amp;Close</String>
<!-- help page -->
<String Id="HelpHeader">Setup Help</String>
<String Id="HelpText">
/install | /repair | /uninstall | /layout [directory] - installs, repairs, uninstalls or creates a complete local copy of the bundle in directory. Install is the default.
/passive | /quiet - displays minimal UI with no prompts or displays no UI and no prompts. By default UI and all prompts are displayed.
/log log.txt - logs to a specific file. By default a log file is created in %TEMP%.
</String>
<String Id="HelpCloseButton">&amp;Close</String>
</WixLocalization>

@ -0,0 +1,87 @@
<?xml version="1.0" encoding="utf-8"?>
<Theme xmlns="http://wixtoolset.org/schemas/thmutil/2010">
<Window Width="485" Height="300" HexStyle="100a0000" FontId="0">#(loc.WindowTitle)</Window>
<Font Id="0" Height="-12" Weight="500" Foreground="000000" Background="FFFFFF">Segoe UI</Font>
<Font Id="1" Height="-24" Weight="500" Foreground="000000">Segoe UI</Font>
<Font Id="2" Height="-22" Weight="500" Foreground="666666">Segoe UI</Font>
<Font Id="3" Height="-12" Weight="500" Foreground="000000" Background="FFFFFF">Segoe UI</Font>
<!-- top banner -->
<Image X="11" Y="11" Width="64" Height="64" ImageFile="logo.png" Visible="yes"/>
<Text X="80" Y="11" Width="-11" Height="64" FontId="1" Visible="yes" DisablePrefix="yes">#(loc.Title)</Text>
<!-- welcome page -->
<Page Name="Install">
@WIX_THEME_INSTALL_LICENSE_ELEMENT@
<Checkbox Name="EulaAcceptCheckbox" X="-11" Y="-41" Width="260" Height="17" TabStop="yes" FontId="3" HideWhenDisabled="yes">#(loc.InstallAcceptCheckbox)</Checkbox>
<Button Name="OptionsButton" X="-171" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0" HideWhenDisabled="yes">#(loc.InstallOptionsButton)</Button>
<Button Name="InstallButton" X="-91" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0">#(loc.InstallInstallButton)</Button>
<Button Name="WelcomeCancelButton" X="-11" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0">#(loc.InstallCloseButton)</Button>
</Page>
<!-- configure install page -->
<Page Name="Options">
<Text X="11" Y="80" Width="-11" Height="30" FontId="2" DisablePrefix="yes">#(loc.OptionsHeader)</Text>
<Text X="11" Y="121" Width="-11" Height="17" FontId="3" DisablePrefix="yes">#(loc.OptionsLocationLabel)</Text>
<Editbox Name="FolderEditbox" X="11" Y="143" Width="-91" Height="21" TabStop="yes" FontId="3" FileSystemAutoComplete="yes" />
<Button Name="BrowseButton" X="-11" Y="142" Width="75" Height="23" TabStop="yes" FontId="3">#(loc.OptionsBrowseButton)</Button>
<Button Name="OptionsOkButton" X="-91" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0">#(loc.OptionsOkButton)</Button>
<Button Name="OptionsCancelButton" X="-11" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0">#(loc.OptionsCancelButton)</Button>
</Page>
<!-- edit existing install page -->
<Page Name="Modify">
<Text X="11" Y="80" Width="-11" Height="30" FontId="2" DisablePrefix="yes">#(loc.ModifyHeader)</Text>
<Button Name="RepairButton" X="-171" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0" HideWhenDisabled="yes">#(loc.ModifyRepairButton)</Button>
<Button Name="UninstallButton" X="-91" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0">#(loc.ModifyUninstallButton)</Button>
<Button Name="ModifyCancelButton" X="-11" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0">#(loc.ModifyCloseButton)</Button>
</Page>
<!-- action progress page -->
<Page Name="Progress">
<Text X="11" Y="80" Width="-11" Height="30" FontId="2" DisablePrefix="yes">#(loc.ProgressHeader)</Text>
<Text X="11" Y="121" Width="70" Height="17" FontId="3" DisablePrefix="yes">#(loc.ProgressLabel)</Text>
<Text Name="OverallProgressPackageText" X="85" Y="121" Width="-11" Height="17" FontId="3" DisablePrefix="yes">#(loc.OverallProgressPackageText)</Text>
<Progressbar Name="OverallCalculatedProgressbar" X="11" Y="143" Width="-11" Height="15" />
<Button Name="ProgressCancelButton" X="-11" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0">#(loc.ProgressCancelButton)</Button>
</Page>
<!-- final page (success state) -->
<Page Name="Success">
<Text Name="SuccessHeader" X="11" Y="80" Width="-11" Height="30" FontId="2" HideWhenDisabled="yes" DisablePrefix="yes">#(loc.SuccessHeader)</Text>
<Text Name="SuccessInstallHeader" X="11" Y="80" Width="-11" Height="30" FontId="2" HideWhenDisabled="yes" DisablePrefix="yes">#(loc.SuccessInstallHeader)</Text>
<Text Name="SuccessRepairHeader" X="11" Y="80" Width="-11" Height="30" FontId="2" HideWhenDisabled="yes" DisablePrefix="yes">#(loc.SuccessRepairHeader)</Text>
<Text Name="SuccessUninstallHeader" X="11" Y="80" Width="-11" Height="30" FontId="2" HideWhenDisabled="yes" DisablePrefix="yes">#(loc.SuccessUninstallHeader)</Text>
<Button Name="LaunchButton" X="-91" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0" HideWhenDisabled="yes">#(loc.SuccessLaunchButton)</Button>
<Button Name="SuccessCancelButton" X="-11" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0">#(loc.SuccessCloseButton)</Button>
</Page>
<!-- final page (failure state) -->
<Page Name="Failure">
<Text Name="FailureHeader" X="11" Y="80" Width="-11" Height="30" FontId="2" HideWhenDisabled="yes" DisablePrefix="yes">#(loc.FailureHeader)</Text>
<Text Name="FailureInstallHeader" X="11" Y="80" Width="-11" Height="30" FontId="2" HideWhenDisabled="yes" DisablePrefix="yes">#(loc.FailureInstallHeader)</Text>
<Text Name="FailureUninstallHeader" X="11" Y="80" Width="-11" Height="30" FontId="2" HideWhenDisabled="yes" DisablePrefix="yes">#(loc.FailureUninstallHeader)</Text>
<Text Name="FailureRepairHeader" X="11" Y="80" Width="-11" Height="30" FontId="2" HideWhenDisabled="yes" DisablePrefix="yes">#(loc.FailureRepairHeader)</Text>
<Hypertext Name="FailureLogFileLink" X="11" Y="121" Width="-11" Height="42" FontId="3" TabStop="yes" HideWhenDisabled="yes">#(loc.FailureHyperlinkLogText)</Hypertext>
<Hypertext Name="FailureMessageText" X="22" Y="163" Width="-11" Height="51" FontId="3" TabStop="yes" HideWhenDisabled="yes" />
<Button Name="FailureCloseButton" X="-11" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0">#(loc.FailureCloseButton)</Button>
</Page>
<!-- help page -->
<Page Name="Help">
<Text X="11" Y="80" Width="-11" Height="30" FontId="2" DisablePrefix="yes">#(loc.HelpHeader)</Text>
<Text X="11" Y="112" Width="-11" Height="-35" FontId="3" DisablePrefix="yes">#(loc.HelpText)</Text>
<Button Name="HelpCancelButton" X="-11" Y="-11" Width="75" Height="23" TabStop="yes" FontId="0">#(loc.HelpCloseButton)</Button>
</Page>
</Theme>

@ -25,6 +25,7 @@ set(_ext_flags
)
set(_addtional_defines
-dCPACK_BOOTSTRAP_THEME_FILE=${CPACK_BINARY_DIR}/BootstrapperTheme
-dCPACK_BOOTSTRAP_UPGRADE_GUID=${CPACK_WIX_BOOTSTRAP_UPGRADE_GUID}
-dCPACK_DOWNLOAD_SITE=${CPACK_DOWNLOAD_SITE}
-dCPACK_LOCAL_INSTALLER_DIR=${_cpack_wix_out_dir}

@ -92,6 +92,28 @@ set(CPACK_WIX_EXTENSIONS
set(_embed_artifacts "yes")
if(LY_INSTALLER_DOWNLOAD_URL)
if(LY_INSTALLER_LICENSE_URL)
set(WIX_THEME_INSTALL_LICENSE_ELEMENT
"<Hypertext Name=\"EulaHyperlink\" X=\"11\" Y=\"121\" Width=\"-11\" Height=\"51\" TabStop=\"yes\" FontId=\"3\" HideWhenDisabled=\"yes\">#(loc.InstallLicenseLinkText)</Hypertext>"
)
else()
set(WIX_THEME_INSTALL_LICENSE_ELEMENT
"<Richedit Name=\"EulaRichedit\" X=\"11\" Y=\"80\" Width=\"-11\" Height=\"-70\" TabStop=\"yes\" FontId=\"0\" HexStyle=\"0x800000\" />"
)
endif()
configure_file(
"${CPACK_SOURCE_DIR}/Platform/Windows/Packaging/BootstrapperTheme.xml.in"
"${CPACK_BINARY_DIR}/BootstrapperTheme.xml"
@ONLY
)
configure_file(
"${CPACK_SOURCE_DIR}/Platform/Windows/Packaging/BootstrapperTheme.wxl.in"
"${CPACK_BINARY_DIR}/BootstrapperTheme.wxl"
@ONLY
)
set(_embed_artifacts "no")
# the bootstrapper will at the very least need a different upgrade guid

@ -26,6 +26,8 @@ set(FILES
Packaging_windows.cmake
PackagingPostBuild.cmake
Packaging/Bootstrapper.wxs
Packaging/BootstrapperTheme.wxl.in
Packaging/BootstrapperTheme.xml.in
Packaging/Shortcuts.wxs
Packaging/Template.wxs.in
)

@ -83,7 +83,7 @@
"CMAKE_OPTIONS": "-G 'Ninja Multi-Config' -DCMAKE_C_COMPILER=clang-6.0 -DCMAKE_CXX_COMPILER=clang++-6.0 -DLY_UNITY_BUILD=TRUE -DLY_PARALLEL_LINK_JOBS=4",
"CMAKE_LY_PROJECTS": "AutomatedTesting",
"CMAKE_TARGET": "all",
"CTEST_OPTIONS": "-E (Gem::EMotionFX.Editor.Tests|Gem::AWSClientAuth.Tests|Gem::AWSCore.Editor.Tests) -LE SUITE_sandbox -L FRAMEWORK_googletest"
"CTEST_OPTIONS": "-E (Gem::EMotionFX.Editor.Tests|Gem::AWSCore.Editor.Tests) -LE SUITE_sandbox -L FRAMEWORK_googletest"
}
},
"test_profile_nounity": {
@ -95,7 +95,7 @@
"CMAKE_OPTIONS": "-G 'Ninja Multi-Config' -DCMAKE_C_COMPILER=clang-6.0 -DCMAKE_CXX_COMPILER=clang++-6.0 -DLY_UNITY_BUILD=FALSE -DLY_PARALLEL_LINK_JOBS=4",
"CMAKE_LY_PROJECTS": "AutomatedTesting",
"CMAKE_TARGET": "all",
"CTEST_OPTIONS": "-E (Gem::EMotionFX.Editor.Tests|Gem::AWSClientAuth.Tests|Gem::AWSCore.Editor.Tests) -LE SUITE_sandbox -L FRAMEWORK_googletest"
"CTEST_OPTIONS": "-E (Gem::EMotionFX.Editor.Tests|Gem::AWSCore.Editor.Tests) -LE SUITE_sandbox -L FRAMEWORK_googletest"
}
},
"asset_profile": {

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