Fixes#4366
- Added support for sending text events from the Qt event mapper
- Fixed several issues found while running the Profiler gem in debug
- Added ability to track AZ-consumed events in the Qt event mapper
- Minor clean up to input handling in ImGuiManager
- Select ImGui mouse events can now be properly consumed during AZ-input processing in the editor viewport
- Added tests for the Qt event mapper
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
- Change the test Archive Folder name, Extract Folder Name, and File List file to be all lowercase to prevent the 'ResolvePath' function in LocalFileIO when executed to cause issues on case sensitive file systems (#6277)
- Fix memory corruption in profile builds on Linux when using AZ::IO::PathView by using AZ::IO::FixedMaxPath instead
Signed-off-by: Steve Pham <82231385+spham-amzn@users.noreply.github.com>
* IntWidgetHandler::CreateUI now registers and sends editingFinished event
* add tests for int spin control valueChanged and editingFinished signals
Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com>
* Replace Instance References with EntityId of the Prefab Container (WIP)
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Use the invalid entity id for the root instance and get the root instance every time to prevent weird Prefab EOS shenanigans.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Revert unnecessary changes, fix IsOwningPrefabBeingFocused to match previous behavior. Disable some tests that no longer apply correctly due to the testing environment not relying on the Prefab EOS.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix minor typo in test comment
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Enable relocation of the Project Game Release Layout
Relocating the Project Game Release Layout to another directory on the file system failed due to the querying of the engine root failing due to the ComponentApplication::m_engineRoot not using the project path stored in the SettingsRegisry if the engine root cannot be detected
Removed the ApplicationRequestBus GetEngineRoot function.
The ComponentApplicationRequestBus has a function of the same name that returns the same path.
Removed the deprecated GetAppRoot function.
The path it returns has no defined value. It was not the engine root or the project root.
Removed unused CFileUtil and CFileUtil_impl functions that were invoking the ApplicationREquestBus GetEngineRoot function.
On the way to update the functions it was discovered that they aren't called
Added a CalculateBranchToken overload that can populate a fixed_string to avoid heap allocations
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Protect against an empty list of artifacts to remove when generating the
engine.pak
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed the return value of the ConvertToAbsolutePath function
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the generated cmake_dependencies.*.setreg files to engine.pak (#5073)
* Copied the generated cmake_dependencies.*.setreg file to the Cache
directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed the platform name from the bootstrap.game.*.setreg
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Update how the project related file paths are determined when not
supplied.
The project-path determination now goes back to only detecting a "project.json" file.
It no longer attempts to detect a "Cache" directory
The project-cache-path determination now in addition to checking the
project_cache_path key searches for a "Cache" directory.
The project-path defaults to executable folder if it cannot be detected.
The copying of generated executable folder Registry directory contents
to the product cache is now removed after the archive step.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the invocation of the AssetProcessor in Jenkins to supply an
absolute path to the project.
The project-path is no longer treated as relative to the engine root,
but instead relative to the current working directory at application
startup.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added constant for the storing the name of Cache directory
Fixed typos and grammatical errors in the SettingsRegistryMergeUtils.cpp
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated UnitTest prepend the EngineRoot path to "AutomatedTesting" when
setting the project path.
This is needed now that the project-path isn't treated relative to the
EngineRoot if it is not absolute.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix AssetSeedManagerTest and PlatformAddressedAssetCatalogManagerTest
Instead of trying to used the AutomatedTesting directory as the project root, the temp directory created during the test is used as the project root.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the setting of the project cache root folder and project
asset platform root folder into the `if (!projectCachePath.empty())`
block
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing the scan up logic for the "Cache" directory.
This is no longer needed to locate the project cache path in a Project Game Release Layout.
Because the project path defaults to the executable directory if, it is not found, the Cache directory will be set to the "Cache" directory within the executable directory.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Add benchmarks for SpawnAllEntities call in SpawnableEntitiesManager
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Minor changes to SpawnAllEntities benchmarks setup
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Used aznumeric_cast and improved a function name
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Fixed an invalid converstion from uint64_t to unsigned int
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
The test was relying on immediate updates from the prefab system which are now scheduled for a later tick - this reworks the tests to wait for deferred updates before validating state
Signed-off-by: nvsickle <nvsickle@amazon.com>
The EntityOutlinerListModel was violating the QAbstractItemModel contract in a few cases, as reported by `QAbstractItemModelTester`. The important ones causing issues were:
- Entry order was not guaranteed, leading to model indices pointing at invalid data
- Parent/child relationships could be temporarily invalid due to a change I made in EditorEntityModel::RemoveEntity to try to avoid an unnecessary reparent operation - as it turned out, the parent/child data was being cached even for recreated entities and not clearing child data could cause issues
- `EntityOutlinerListModel::ProcessEntityUpdates` was emitting data changed between two indices that didn't necessarily share a parent, which is [undefined behavior](https://doc.qt.io/qt-5/qabstractitemmodel.html#dataChanged)
The other reported issues (that weren't really causing issues with `QTreeView`) were:
- The root index had flags other than `Qt::ItemIsDropEnabled`
- `rowCount` showed all columns as having children
- `parent` showed indices as being parented to a non-0 column
This change introduces fixes for the above issues, namely:
- Reverts my change to `EditorEntityModel::RemoveEntity` to ensure we don't have invalid parent/child references sitting in the cache
- Ensures `EditorEntityModelEntry` child ordering is guaranteed sorted by EntityId, to prevent the `EntityOutlinerListModel` from having indices pointed at invalid data*.
- Fixes various model sanity issues, such as `rowCount` being 0 for indices with a non-0 column
Two unit tests were added to reproduce the invalid behavior and validate the fix: TestCreateFlatHierarchyUndoAndRedoWorks and TestCreateNestedHierarchyUndoAndRedoWorks
This change focuses on correctness over performance. My subjective in-Editor outliner experience is about the same, but it may be worthwhile to expand the test coverage with a benchmarking suite to look into areas for optimization.
*As a rough illustration of the previous child ordering behavior, consider the following entity hierarchy:
```
Root (EID 9999)
|_ Child1 (EID 2)
|_ Child2 (EID 3)
|_ Child3 (EID 4)
```
With an representations like the following pseudocode:
```
// EditorEntityModel representation
EditorEntityModelEntry root;
root.children[0] = 2;
root.children[1] = 3;
root.children[2] = 4;
// EditorOutlinerListModel representation
// row, column, user data (64 bit uint)
child1 = QModelIndex(0, 0, 2)
child2 = QModelIndex(1, 0, 3)
child3 = QModelIndex(2, 0, 4)
```
When removing a child, the `EditorEntityModel` used to do roughly the following:
```
// Swap and pop the last child
int indexToRemove = 0;
swap(root.children[indexToRemove], root.children[root.children.size() - 1]);
root.children.resize(root.children.size() - 1);
model.notifyRemoved(root, indexToRemove); // model removes the row indicated
// Leading to this EditorEntityModel state
root.children[0] = 4;
root.children[1] = 3;
// And this EntityOutlinerListModel state, note that the row indices are swapped from the indices in the backing storage
child2 = QModelIndex(0, 0, 3)
child3 = QModelIndex(1, 0, 4)
```
A QModelIndex having a row that doesn't match its underlying data is undefined behavior, and was the source of an intermittent crash in our `QSortFilterProxyModel` as subsequent updates to the wrong row led to an invalid proxy state.
Signed-off-by: nvsickle <nvsickle@amazon.com>