/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #pragma once #if !defined(Q_MOC_RUN) #include #include #include #include #endif namespace Ui { class AssetEditorWindowClass; } /** * Window pane wrapper for the Asset Editor widget. */ class AssetEditorWindow : public QWidget , AzToolsFramework::AssetEditor::AssetEditorWidgetRequestsBus::Handler { Q_OBJECT public: AZ_CLASS_ALLOCATOR(AssetEditorWindow, AZ::SystemAllocator, 0); explicit AssetEditorWindow(QWidget* parent = nullptr); ~AssetEditorWindow() override; ////////////////////////////////////////////////////////////////////////// // AssetEditorWindow ////////////////////////////////////////////////////////////////////////// void CreateAsset(const AZ::Data::AssetType& assetType) override; void OpenAsset(const AZ::Data::Asset& asset) override; void OpenAssetById(const AZ::Data::AssetId assetId) override; void SaveAssetAs(const AZStd::string_view assetPath) override; static void RegisterViewClass(); static void RegisterViewClass(const AZ::Data::Asset& asset); protected Q_SLOTS: void OnAssetSaveFailed(const AZStd::string& error); void OnAssetOpened(const AZ::Data::Asset& asset); protected: void closeEvent(QCloseEvent* event) override; private: QScopedPointer m_ui; };