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o3de/Gems/WhiteBox/Code/Source/Rendering/WhiteBoxMaterial.cpp

49 lines
2.0 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "WhiteBox_precompiled.h"
#include "WhiteBoxMaterial.h"
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
namespace WhiteBox
{
void WhiteBoxMaterial::Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<WhiteBoxMaterial>()
->Version(1)
->Field("Tint", &WhiteBoxMaterial::m_tint)
->Field("UseTexture", &WhiteBoxMaterial::m_useTexture)
->Field("Visible", &WhiteBoxMaterial::m_visible);
if (AZ::EditContext* editContext = serializeContext->GetEditContext())
{
editContext->Class<WhiteBoxMaterial>("White Box Material", "White Box material editing")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->DataElement(
AZ::Edit::UIHandlers::Color, &WhiteBoxMaterial::m_tint, "Tint",
"The tint colour to use for the material.")
->DataElement(
AZ::Edit::UIHandlers::CheckBox, &WhiteBoxMaterial::m_useTexture, "Use Texture",
"Use the material's texture.")
->DataElement(
AZ::Edit::UIHandlers::CheckBox, &WhiteBoxMaterial::m_visible, "Visible",
"Material is visible in game mode.");
}
}
}
} // namespace WhiteBox