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123 lines
4.0 KiB
C++
123 lines
4.0 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Common/AssetSystemStub.h>
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namespace UnitTest
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{
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void AssetSystemStub::Activate()
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{
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m_sourceInfoMap.clear();
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BusConnect();
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}
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void AssetSystemStub::Deactivate()
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{
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m_sourceInfoMap.clear();
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BusDisconnect();
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}
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void AssetSystemStub::RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetId& assetId)
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{
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AZ::Data::AssetInfo assetInfo;
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assetInfo.m_assetId = assetId;
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RegisterSourceInfo(sourcePath, assetInfo, "");
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}
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void AssetSystemStub::RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetInfo& assetInfo, const AZStd::string& watchFolder)
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{
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SourceInfo sourceInfo{ assetInfo , watchFolder };
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// Because GetSourceInfoBySourcePath should always return 0 for the sub-id, since it's about the source file not product file.
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sourceInfo.m_assetInfo.m_assetId.m_subId = 0;
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m_sourceInfoMap.emplace(sourcePath, sourceInfo);
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}
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bool AssetSystemStub::GetSourceInfoBySourcePath(const char* sourcePath, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder)
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{
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auto iter = m_sourceInfoMap.find(sourcePath);
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if (iter != m_sourceInfoMap.end())
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{
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assetInfo = iter->second.m_assetInfo;
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watchFolder = iter->second.m_watchFolder;
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return true;
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}
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return false;
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}
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const char* AssetSystemStub::GetAbsoluteDevGameFolderPath()
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{
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return nullptr;
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}
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const char* AssetSystemStub::GetAbsoluteDevRootFolderPath()
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{
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return nullptr;
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}
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bool AssetSystemStub::GetRelativeProductPathFromFullSourceOrProductPath([[maybe_unused]] const AZStd::string& fullPath, [[maybe_unused]] AZStd::string& relativeProductPath)
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{
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return false;
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}
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bool AssetSystemStub::GetFullSourcePathFromRelativeProductPath([[maybe_unused]] const AZStd::string& relPath, [[maybe_unused]] AZStd::string& fullSourcePath)
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{
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return false;
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}
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bool AssetSystemStub::GetAssetInfoById([[maybe_unused]] const AZ::Data::AssetId& assetId, [[maybe_unused]] const AZ::Data::AssetType& assetType, [[maybe_unused]] const AZStd::string& platformName, [[maybe_unused]] AZ::Data::AssetInfo& assetInfo, [[maybe_unused]] AZStd::string& rootFilePath)
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{
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return false;
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}
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bool AssetSystemStub::GetSourceInfoBySourceUUID([[maybe_unused]] const AZ::Uuid& sourceUuid, [[maybe_unused]] AZ::Data::AssetInfo& assetInfo, [[maybe_unused]] AZStd::string& watchFolder)
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{
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return false;
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}
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bool AssetSystemStub::GetScanFolders([[maybe_unused]] AZStd::vector<AZStd::string>& scanFolders)
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{
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return false;
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}
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bool AssetSystemStub::GetAssetSafeFolders([[maybe_unused]] AZStd::vector<AZStd::string>& assetSafeFolders)
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{
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return false;
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}
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bool AssetSystemStub::IsAssetPlatformEnabled(const char* /*platform*/)
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{
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return false;
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}
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int AssetSystemStub::GetPendingAssetsForPlatform(const char* /*platform*/)
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{
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return 0;
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}
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bool AssetSystemStub::GetAssetsProducedBySourceUUID(const AZ::Uuid& sourceUuid, AZStd::vector<AZ::Data::AssetInfo>& productsAssetInfo)
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{
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productsAssetInfo.clear();
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for (AZStd::pair<AZStd::string, SourceInfo> element : m_sourceInfoMap)
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{
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if (element.second.m_assetInfo.m_assetId.m_guid == sourceUuid)
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{
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productsAssetInfo.push_back(element.second.m_assetInfo);
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}
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}
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return true;
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}
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}
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