/* * 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 #include #include #include #include namespace MaterialEditor { class MaterialThumbnailRenderer; class MaterialEditorApplication : public AtomToolsFramework::AtomToolsApplication , private MaterialEditorWindowNotificationBus::Handler { public: AZ_TYPE_INFO(MaterialEditor::MaterialEditorApplication, "{30F90CA5-1253-49B5-8143-19CEE37E22BB}"); using Base = AtomToolsFramework::AtomToolsApplication; MaterialEditorApplication(int* argc, char*** argv); virtual ~MaterialEditorApplication(); ////////////////////////////////////////////////////////////////////////// // AzFramework::Application void CreateStaticModules(AZStd::vector& outModules) override; const char* GetCurrentConfigurationName() const override; void Stop() override; private: ////////////////////////////////////////////////////////////////////////// // MaterialEditorWindowNotificationBus::Handler overrides... void OnMaterialEditorWindowClosing() override; ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// // AzFramework::Application overrides... void Destroy() override; ////////////////////////////////////////////////////////////////////////// void ProcessCommandLine(const AZ::CommandLine& commandLine) override; void StartInternal() override; AZStd::string GetBuildTargetName() const override; //! List of common asset filters for things that need to be compiled to run the material editor //! Some of these things will not be necessary once we have proper support for queued asset loading and reloading AZStd::vector GetCriticalAssetFilters() const override; }; } // namespace MaterialEditor