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53 lines
1.6 KiB
C++
53 lines
1.6 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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#include "EditorSurfaceAltitudeGradientComponent.h"
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namespace GradientSignal
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{
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void EditorSurfaceAltitudeGradientComponent::Reflect(AZ::ReflectContext* context)
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{
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EditorGradientComponentBase::ReflectSubClass<EditorSurfaceAltitudeGradientComponent, BaseClassType>(context);
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}
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void EditorSurfaceAltitudeGradientComponent::Activate()
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{
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BaseClassType::Activate();
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UpdateFromShape();
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}
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void EditorSurfaceAltitudeGradientComponent::Deactivate()
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{
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BaseClassType::Deactivate();
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}
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AZ::u32 EditorSurfaceAltitudeGradientComponent::ConfigurationChanged()
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{
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BaseClassType::ConfigurationChanged();
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UpdateFromShape();
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// Refresh attributes because changing shapes affects read-only status of bounds
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return AZ::Edit::PropertyRefreshLevels::AttributesAndValues;
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}
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void EditorSurfaceAltitudeGradientComponent::OnCompositionChanged()
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{
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UpdateFromShape();
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AzToolsFramework::ToolsApplicationEvents::Bus::Broadcast(&AzToolsFramework::ToolsApplicationEvents::InvalidatePropertyDisplay, AzToolsFramework::Refresh_AttributesAndValues);
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}
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void EditorSurfaceAltitudeGradientComponent::UpdateFromShape()
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{
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// Update config from shape on game component, copy that back to our config
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m_component.UpdateFromShape();
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m_component.WriteOutConfig(&m_configuration);
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SetDirty();
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}
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}
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