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61 lines
2.3 KiB
C++
61 lines
2.3 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 "EditorDefs.h"
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#include "PropertyMotionCtrl.h"
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// AzToolsFramework
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#include <AzToolsFramework/API/ToolsApplicationAPI.h>
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#include <AzToolsFramework/AssetBrowser/AssetSelectionModel.h>
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QWidget* MotionPropertyWidgetHandler::CreateGUI(QWidget* pParent)
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{
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AzToolsFramework::PropertyAssetCtrl* newCtrl = aznew AzToolsFramework::PropertyAssetCtrl(pParent);
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connect(
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newCtrl, &AzToolsFramework::PropertyAssetCtrl::OnAssetIDChanged, this, [newCtrl]([[maybe_unused]] AZ::Data::AssetId newAssetId) {
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EBUS_EVENT(AzToolsFramework::PropertyEditorGUIMessages::Bus, RequestWrite, newCtrl);
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AzToolsFramework::PropertyEditorGUIMessages::Bus::Broadcast(
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&AzToolsFramework::PropertyEditorGUIMessages::Bus::Handler::OnEditingFinished, newCtrl);
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});
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return newCtrl;
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}
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void MotionPropertyWidgetHandler::ConsumeAttribute(
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[[maybe_unused]] AzToolsFramework::PropertyAssetCtrl* GUI, [[maybe_unused]] AZ::u32 attrib,
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[[maybe_unused]] AzToolsFramework::PropertyAttributeReader* attrValue, [[maybe_unused]] const char* debugName)
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{
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}
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void MotionPropertyWidgetHandler::WriteGUIValuesIntoProperty(
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[[maybe_unused]] size_t index, [[maybe_unused]] AzToolsFramework::PropertyAssetCtrl* GUI, property_t& instance,
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[[maybe_unused]] AzToolsFramework::InstanceDataNode* node)
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{
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CReflectedVarMotion val;
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val.m_motion = GUI->GetCurrentAssetHint();
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val.m_assetId = GUI->GetSelectedAssetID();
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instance = static_cast<property_t>(val);
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}
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bool MotionPropertyWidgetHandler::ReadValuesIntoGUI(
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[[maybe_unused]] size_t index, [[maybe_unused]] AzToolsFramework::PropertyAssetCtrl* GUI, const property_t& instance,
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[[maybe_unused]] AzToolsFramework::InstanceDataNode* node)
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{
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static const AZ::Data::AssetType emotionFXMotionAssetType(
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"{00494B8E-7578-4BA2-8B28-272E90680787}"); // from MotionAsset.h in EMotionFX Gem
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GUI->blockSignals(true);
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GUI->SetSelectedAssetID(instance.m_assetId);
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GUI->SetCurrentAssetType(emotionFXMotionAssetType);
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GUI->blockSignals(false);
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return false;
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}
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#include <Controls/ReflectedPropertyControl/moc_PropertyMotionCtrl.cpp>
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