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174 lines
5.0 KiB
C++
174 lines
5.0 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 <LyShine/Animation/IUiAnimation.h>
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#include <QListWidget>
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#include <QMenuBar>
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PreviewAnimationList::PreviewAnimationList(EditorWindow* editorWindow)
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: QMainWindow(editorWindow)
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, m_listWidget(new QListWidget(this))
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, m_toolBar(new QToolBar("Play Toolbar", this))
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{
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AddMenuItems();
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// Add the Reset button
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AddToolBarButton(QIcon(":/Trackview/play/tvplay-00.png"), Action::Reset,
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"Reset selected animations to start");
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// Add the Play button
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AddToolBarButton(QIcon(":/Trackview/play/tvplay-01.png"), Action::Play,
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"Play/Resume selected animations");
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// Add the Pause button
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AddToolBarButton(QIcon(":/Trackview/play/tvplay-03.png"), Action::Pause,
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"Pause/Resume selected animations");
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// Add the Stop button
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AddToolBarButton(QIcon(":/Trackview/play/tvplay-04.png"), Action::Stop,
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"Stop selected animations and set to end");
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m_toolBar->setFloatable(false);
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addToolBar(m_toolBar);
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// allow multiple selection
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m_listWidget->setSelectionMode(QAbstractItemView::ExtendedSelection);
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setCentralWidget(m_listWidget);
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}
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PreviewAnimationList::~PreviewAnimationList()
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{
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}
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void PreviewAnimationList::Activate(AZ::EntityId canvasEntityId)
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{
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m_canvasEntityId = canvasEntityId;
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IUiAnimationSystem* animationSystem = nullptr;
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EBUS_EVENT_ID_RESULT(animationSystem, m_canvasEntityId, UiCanvasBus, GetAnimationSystem);
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if (animationSystem)
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{
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// create a list item for every sequence in the canvas,
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// in the order that they occur in the canvas
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int numSequences = animationSystem->GetNumSequences();
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for (int i = 0; i < numSequences; ++i)
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{
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IUiAnimSequence* animSequence = animationSystem->GetSequence(i);
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QString sequenceName(animSequence->GetName());
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new QListWidgetItem(sequenceName, m_listWidget);
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}
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// set the first item in the list to be selected
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if (m_listWidget->item(0))
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{
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m_listWidget->item(0)->setSelected(true);
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}
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}
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}
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void PreviewAnimationList::Deactivate()
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{
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m_listWidget->clear();
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}
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QSize PreviewAnimationList::sizeHint() const
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{
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return QSize(160, 200);
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}
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void PreviewAnimationList::AddMenuItems()
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{
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QMenu* menu = menuBar()->addMenu("&View");
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menu->setStyleSheet(UICANVASEDITOR_QMENU_ITEM_DISABLED_STYLESHEET);
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QList<QToolBar*> list = findChildren<QToolBar*>();
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for (auto p : list)
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{
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if (p->parent() == this)
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{
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menu->addAction(p->toggleViewAction());
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}
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}
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}
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void PreviewAnimationList::AddToolBarButton(const QIcon& icon, Action action, const char* tooltip)
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{
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QPushButton* button = new QPushButton(icon, "", this);
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QObject::connect(button,
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&QPushButton::clicked,
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this,
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[this, action](bool) { DoActionOnSelectedAnimations(action); });
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button->setToolTip(QString(tooltip));
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m_toolBar->addWidget(button);
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}
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void PreviewAnimationList::DoActionOnSelectedAnimations(Action action)
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{
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IUiAnimationSystem* animationSystem = nullptr;
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EBUS_EVENT_ID_RESULT(animationSystem, m_canvasEntityId, UiCanvasBus, GetAnimationSystem);
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if (nullptr == animationSystem)
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{
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return; // m_canvasEntityId may not be valid
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}
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QList<QListWidgetItem*> selectedListItems = m_listWidget->selectedItems();
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int numSequences = animationSystem->GetNumSequences();
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for (int i = 0; i < numSequences; ++i)
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{
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IUiAnimSequence* animSequence = animationSystem->GetSequence(i);
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QListWidgetItem* listItem = m_listWidget->item(i);
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if (selectedListItems.contains(listItem))
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{
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switch (action)
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{
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case Action::Play:
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// if some of the selected sequences are paused then we want play to resume them
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if (animSequence->IsPaused())
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{
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animSequence->Resume();
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}
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else
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{
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animationSystem->PlaySequence(animSequence, nullptr, false, false);
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}
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break;
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case Action::Pause:
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// the pause button will toggle paused state for the selected sequences
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if (animSequence->IsPaused())
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{
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animSequence->Resume();
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}
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else
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{
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animSequence->Pause();
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}
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break;
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case Action::Stop:
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animationSystem->StopSequence(animSequence);
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break;
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case Action::Reset:
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animationSystem->StopSequence(animSequence);
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animSequence->Reset(true);
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break;
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}
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}
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}
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}
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#include <moc_PreviewAnimationList.cpp>
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