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48 lines
1.7 KiB
C++
48 lines
1.7 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 <AzCore/std/string/string.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/Asset/AssetCommon.h>
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namespace AZ
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{
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namespace Render
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{
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namespace EditorMaterialComponentExporter
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{
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//! Attemts to generate a display label for a material slot by parsing its file name
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AZStd::string GetLabelByAssetId(const AZ::Data::AssetId& assetId);
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//! Generates a destination file path for exporting material source data
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AZStd::string GetExportPathByAssetId(const AZ::Data::AssetId& assetId);
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struct ExportItem
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{
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bool m_enabled = true;
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bool m_exists = false;
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bool m_overwrite = false;
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AZ::Data::AssetId m_originalAssetId; //!< AssetId of the original built-in material, which will be exported.
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AZStd::string m_exportPath;
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};
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using ExportItemsContainer = AZStd::vector<ExportItem>;
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//! Generates and opens a dialog for configuring material data export paths and actions.
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//! Note this will not modify the m_originalAssetId field in each ExportItem.
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bool OpenExportDialog(ExportItemsContainer& exportItems);
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//! Attemts to construct and save material source data from a product asset
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bool ExportMaterialSourceData(const ExportItem& exportItem);
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} // namespace EditorMaterialComponentExporter
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} // namespace Render
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} // namespace AZ
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