1f9b284de2
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> # Conflicts: # Code/Editor/Plugins/ComponentEntityEditorPlugin/ComponentEntityEditorPlugin_precompiled.h # Code/Editor/Plugins/EditorCommon/EditorCommon_precompiled.h # Code/Editor/Plugins/EditorCommon/stdafx.cpp # Code/Editor/Plugins/FFMPEGPlugin/FFMPEGPlugin_precompiled.h # Code/Editor/Plugins/PerforcePlugin/PerforcePlugin_precompiled.h # Code/Editor/Plugins/ProjectSettingsTool/ProjectSettingsTool_precompiled.h # Code/Framework/AzToolsFramework/AzToolsFramework/AzToolsFramework_precompiled.h # Code/Tools/AssetProcessor/native/precompiled.h # Code/Tools/Standalone/StandaloneTools_precompiled.h # Gems/AssetMemoryAnalyzer/Code/Source/AssetMemoryAnalyzer_precompiled.h # Gems/Atom/Asset/ImageProcessingAtom/Code/Source/ImageProcessing_precompiled.h # Gems/Atom/RHI/DX12/Code/Source/RHI/Atom_RHI_DX12_precompiled.h # Gems/Atom/RHI/Metal/Code/Include/Platform/Mac/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Include/Platform/iOS/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Source/Atom_RHI_Metal_precompiled.h # Gems/Atom/RHI/Metal/Code/atom_rhi_metal_common_files.cmake # Gems/Atom/RHI/Null/Code/Source/Atom_RHI_Null_precompiled.h # Gems/Atom/RHI/Null/Code/atom_rhi_null_common_files.cmake # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Android/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Linux/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Mac/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Windows/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Source/Atom_RHI_Vulkan_precompiled.h # Gems/Atom/RHI/Vulkan/Code/Source/RHI/SwapChain.cpp # Gems/Atom/RHI/Vulkan/Code/atom_rhi_vulkan_common_files.cmake # Gems/AtomLyIntegration/AtomFont/Code/Include/AtomLyIntegration/AtomFont/AtomFont_precompiled.h # Gems/Blast/Code/Source/StdAfx.cpp # Gems/Camera/Code/Source/Camera_precompiled.h # Gems/EMotionFX/Code/Source/EMotionFX_precompiled.h # Gems/FastNoise/Code/Source/FastNoise_precompiled.h # Gems/Gestures/Code/Source/Gestures_precompiled.h # Gems/GradientSignal/Code/Source/GradientSignal_precompiled.h # Gems/GraphCanvas/Code/precompiled.h # Gems/ImGui/Code/Source/ImGui_precompiled.h # Gems/InAppPurchases/Code/Source/InAppPurchases_precompiled.h # Gems/LmbrCentral/Code/Source/LmbrCentral_precompiled.h # Gems/LmbrCentral/Code/Tests/ShapeGeometryUtilTest.cpp # Gems/LyShine/Code/Editor/UiCanvasEditor_precompiled.h # Gems/LyShine/Code/Source/Animation/LyShine_precompiled.h # Gems/LyShine/Code/Source/LyShine_precompiled.h # Gems/LyShineExamples/Code/Source/LyShineExamples_precompiled.h # Gems/Maestro/Code/Source/Cinematics/Maestro_precompiled.h # Gems/Maestro/Code/Source/Maestro_precompiled.h # Gems/MessagePopup/Code/Source/MessagePopup_precompiled.h # Gems/Metastream/Code/Source/Metastream_precompiled.h # Gems/Microphone/Code/Source/Microphone_precompiled.h # Gems/Multiplayer/Code/Source/Multiplayer_precompiled.h # Gems/PhysX/Code/NumericalMethods/Source/NumericalMethods_precompiled.h # Gems/PhysX/Code/Source/PhysXUnsupported_precompiled.h # Gems/PhysX/Code/Source/PhysX_precompiled.h # Gems/PhysX/Code/physx_unsupported_files.cmake # Gems/PhysXDebug/Code/Source/PhysXDebugUnsupported_precompiled.h # Gems/PhysXDebug/Code/Source/PhysXDebug_precompiled.h # Gems/ScriptCanvas/Code/Editor/precompiled.h # Gems/ScriptCanvas/Code/Source/precompiled.h # Gems/ScriptCanvasDeveloper/Code/Source/precompiled.h # Gems/ScriptCanvasPhysics/Code/Source/ScriptCanvasPhysics_precompiled.h # Gems/ScriptEvents/Code/Source/precompiled.h # Gems/ScriptEvents/Code/Tests/Editor/EditorTests.cpp # Gems/ScriptedEntityTweener/Code/Source/ScriptedEntityTweener_precompiled.h # Gems/SliceFavorites/Code/Source/SliceFavorites_precompiled.h # Gems/StartingPointCamera/Code/Source/StartingPointCamera_precompiled.h # Gems/StartingPointInput/Code/Source/StartingPointInput_precompiled.h # Gems/StartingPointMovement/Code/Source/StartingPointMovement_precompiled.h # Gems/SurfaceData/Code/Source/SurfaceData_precompiled.h # Gems/TextureAtlas/Code/Source/TextureAtlas_precompiled.h # Gems/TickBusOrderViewer/Code/Source/TickBusOrderViewer_precompiled.h # Gems/Twitch/Code/Source/Twitch_precompiled.h # Gems/VirtualGamepad/Code/Source/VirtualGamepad_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBoxUnsupported_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBox_precompiled.h
180 lines
6.2 KiB
C++
180 lines
6.2 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 "EditorCommon.h"
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#include "PropertyHandlerDirectory.h"
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#include <AzToolsFramework/UI/PropertyEditor/PropertyQTConstants.h>
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#include <LyShine/Bus/UiEditorChangeNotificationBus.h>
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#include <Editor/Util/PathUtil.h>
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#include <QBoxLayout>
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PropertyDirectoryCtrl::PropertyDirectoryCtrl(QWidget* parent)
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: QWidget(parent)
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, m_propertyAssetCtrl(aznew PropertyAssetDirectorySelectionCtrl(this))
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{
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QObject::connect(m_propertyAssetCtrl,
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&AzToolsFramework::PropertyAssetCtrl::OnAssetIDChanged,
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[ this ]([[maybe_unused]] AZ::Data::AssetId newAssetID)
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{
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EBUS_EVENT(AzToolsFramework::PropertyEditorGUIMessages::Bus, RequestWrite, this);
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});
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setAcceptDrops(true);
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QHBoxLayout* layout = new QHBoxLayout(this);
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layout->setContentsMargins(0, 0, 0, 0);
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layout->setSpacing(0);
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layout->addWidget(m_propertyAssetCtrl);
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// Add directory refresh button
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{
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QPushButton* refreshButton = new QPushButton(this);
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refreshButton->setFlat(true);
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QSize fixedSize = QSize(AzToolsFramework::PropertyQTConstant_DefaultHeight, AzToolsFramework::PropertyQTConstant_DefaultHeight);
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refreshButton->setFixedSize(fixedSize);
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refreshButton->setFocusPolicy(Qt::StrongFocus);
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refreshButton->setIcon(QIcon("Icons/PropertyEditor/reset_icon.png"));
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// The icon size needs to be smaller than the fixed size to make sure it visually aligns properly.
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QSize iconSize = QSize(fixedSize.width() - 2, fixedSize.height() - 2);
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refreshButton->setIconSize(iconSize);
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QObject::connect(refreshButton,
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&QPushButton::clicked,
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[this]([[maybe_unused]] bool checked)
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{
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UiEditorRefreshDirectoryNotificationBus::Broadcast(&UiEditorRefreshDirectoryNotificationInterface::OnRefreshDirectory);
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});
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layout->addWidget(refreshButton);
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}
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}
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void PropertyDirectoryCtrl::dragEnterEvent(QDragEnterEvent* ev)
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{
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m_propertyAssetCtrl->dragEnterEvent(ev);
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}
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void PropertyDirectoryCtrl::dragLeaveEvent(QDragLeaveEvent* ev)
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{
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m_propertyAssetCtrl->dragLeaveEvent(ev);
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}
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void PropertyDirectoryCtrl::dropEvent(QDropEvent* ev)
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{
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m_propertyAssetCtrl->dropEvent(ev);
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}
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AzToolsFramework::PropertyAssetCtrl* PropertyDirectoryCtrl::GetPropertyAssetCtrl()
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{
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return m_propertyAssetCtrl;
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}
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AzToolsFramework::AssetBrowser::AssetSelectionModel PropertyAssetDirectorySelectionCtrl::GetAssetSelectionModel()
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{
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AzToolsFramework::AssetBrowser::AssetSelectionModel selectionModel = AzToolsFramework::AssetBrowser::AssetSelectionModel::EverythingSelection();
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EntryTypeFilter* foldersFilter = new EntryTypeFilter();
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foldersFilter->SetEntryType(AssetBrowserEntry::AssetEntryType::Folder);
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selectionModel.SetSelectionFilter(FilterConstType(foldersFilter));
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return selectionModel;
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}
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void PropertyAssetDirectorySelectionCtrl::SetFolderSelection(const AZStd::string& folderPath)
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{
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string strFolderPath = folderPath.c_str();
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if (strFolderPath.empty())
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{
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m_folderPath.clear();
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}
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// AssetBrowser will return relative paths for subdirectories of the game project,
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// with the game project folder included in the path.
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else if (AzFramework::StringFunc::Path::IsRelative(strFolderPath.c_str()))
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{
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// This assumes the asset picker will always a path relative to
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// the project folder, which we need to omit since file IO routines
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// seem to assume this anyways.
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strFolderPath = strFolderPath.substr(strFolderPath.find('/') + 1);
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m_folderPath = PathUtil::MakeGamePath(strFolderPath).MakeLower();
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}
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// For paths in gems, absolute paths are returned
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else
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{
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m_folderPath = Path::FullPathToGamePath(strFolderPath.c_str()).MakeLower();
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}
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}
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void PropertyAssetDirectorySelectionCtrl::ClearAssetInternal()
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{
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SetFolderSelection(AZStd::string());
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PropertyAssetCtrl::ClearAssetInternal();
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}
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//-------------------------------------------------------------------------------
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QWidget* PropertyHandlerDirectory::CreateGUI(QWidget* pParent)
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{
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return aznew PropertyDirectoryCtrl(pParent);
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}
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void PropertyHandlerDirectory::ConsumeAttribute(PropertyDirectoryCtrl* GUI, AZ::u32 attrib, AzToolsFramework::PropertyAttributeReader* attrValue, const char* debugName)
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{
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(void)GUI;
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(void)attrib;
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(void)attrValue;
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(void)debugName;
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}
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void PropertyHandlerDirectory::WriteGUIValuesIntoProperty(size_t index, PropertyDirectoryCtrl* GUI, property_t& instance, AzToolsFramework::InstanceDataNode* node)
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{
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(void)index;
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(void)node;
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PropertyAssetDirectorySelectionCtrl* ctrl = static_cast<PropertyAssetDirectorySelectionCtrl*>(GUI->GetPropertyAssetCtrl());
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instance = ctrl->GetFolderSelection();
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}
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bool PropertyHandlerDirectory::ReadValuesIntoGUI(size_t index, PropertyDirectoryCtrl* GUI, const property_t& instance, AzToolsFramework::InstanceDataNode* node)
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{
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(void)index;
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(void)node;
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PropertyAssetDirectorySelectionCtrl* ctrl = static_cast<PropertyAssetDirectorySelectionCtrl*>(GUI->GetPropertyAssetCtrl());
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ctrl->blockSignals(true);
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{
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// Set currently selected folder path
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// Note: this must be done before setting asset type below which updates the GUI display
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ctrl->SetCurrentAssetHint(instance);
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ctrl->SetFolderSelection(instance);
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// We need to set the asset type so the property panel labels get
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// populated properly (via SetCurrentAssetType). To avoid defining
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// directories as assets, we just use a throw-away GUID to get the
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// logic to run (otherwise it will early-out due to invalid asset type).
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const char* throwAwayAssetType = "{43EDD212-F589-43C8-BC02-A8F9243271CB}";
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ctrl->SetCurrentAssetType(AZ::Data::AssetType(throwAwayAssetType));
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}
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ctrl->blockSignals(false);
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return false;
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}
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void PropertyHandlerDirectory::Register()
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{
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EBUS_EVENT(AzToolsFramework::PropertyTypeRegistrationMessages::Bus, RegisterPropertyType, aznew PropertyHandlerDirectory());
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}
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#include <moc_PropertyHandlerDirectory.cpp>
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