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55 lines
2.0 KiB
C++
55 lines
2.0 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
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#include <AzCore/Component/EntityUtils.h>
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#include <cinttypes>
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#include <ScriptCanvas/Core/Core.h>
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namespace ScriptCanvasEditor
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{
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namespace AssetHelpers
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{
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// Simplified function to trace messages
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void PrintInfo(const char* format, ...);
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// Simplifies the conversion of an AssetId to a string to avoid overly verbose trace calls
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inline AZStd::string AssetIdToString(AZ::Data::AssetId assetId) { return assetId.ToString<AZStd::string>(); }
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// Given the full path to the asset, attempt to get the AssetInfo
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bool GetAssetInfo(AZStd::string_view fullPath, AZ::Data::AssetInfo& outAssetInfo);
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// Given the AssetId to the asset, attempt to get the AssetInfo
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AZ::Data::AssetInfo GetAssetInfo(AZ::Data::AssetId assetId);
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// Find the AssetType for a given asset
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inline AZ::Data::AssetType GetAssetType(AZ::Data::AssetId assetId)
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{
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AZ::Data::AssetInfo assetInfo = GetAssetInfo(assetId);
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return assetInfo.m_assetType;
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}
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// Find the AssetType for a given asset by path
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AZ::Data::AssetType GetAssetType(const char* assetPath);
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// Get AssetInfo from the AssetSystem as opposed to the catalog
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AZ::Data::AssetInfo GetAssetInfo(AZ::Data::AssetId assetId, AZStd::string& rootFilePath);
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AZ::Data::AssetInfo GetSourceInfo(const AZStd::string& sourceFilePath, AZStd::string& watchFolder);
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AZ::Data::AssetInfo GetSourceInfoByProductId(AZ::Data::AssetId assetId, AZ::Data::AssetType assetType);
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void DumpAssetInfo(AZ::Data::AssetId assetId, const char* extra);
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bool IsValidSourceFile(const AZStd::string& filePath, ScriptCanvas::ScriptCanvasId scriptCanvasId);
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}
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}
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