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o3de/Gems/LyShine/Code/Editor/PropertyHandlerDirectory.cpp

182 lines
6.3 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "EditorCommon.h"
#include "PropertyHandlerDirectory.h"
#include <AzToolsFramework/UI/PropertyEditor/PropertyQTConstants.h>
#include <LyShine/Bus/UiEditorChangeNotificationBus.h>
#include <Editor/Util/PathUtil.h>
#include <QBoxLayout>
PropertyDirectoryCtrl::PropertyDirectoryCtrl(QWidget* parent)
: QWidget(parent)
, m_propertyAssetCtrl(aznew PropertyAssetDirectorySelectionCtrl(this))
{
QObject::connect(m_propertyAssetCtrl,
&AzToolsFramework::PropertyAssetCtrl::OnAssetIDChanged,
[ this ]([[maybe_unused]] AZ::Data::AssetId newAssetID)
{
EBUS_EVENT(AzToolsFramework::PropertyEditorGUIMessages::Bus, RequestWrite, this);
});
setAcceptDrops(true);
QHBoxLayout* layout = new QHBoxLayout(this);
layout->setContentsMargins(0, 0, 0, 0);
layout->setSpacing(0);
layout->addWidget(m_propertyAssetCtrl);
// Add directory refresh button
{
QPushButton* refreshButton = new QPushButton(this);
refreshButton->setFlat(true);
QSize fixedSize = QSize(AzToolsFramework::PropertyQTConstant_DefaultHeight, AzToolsFramework::PropertyQTConstant_DefaultHeight);
refreshButton->setFixedSize(fixedSize);
refreshButton->setFocusPolicy(Qt::StrongFocus);
refreshButton->setIcon(QIcon("Icons/PropertyEditor/reset_icon.png"));
// The icon size needs to be smaller than the fixed size to make sure it visually aligns properly.
QSize iconSize = QSize(fixedSize.width() - 2, fixedSize.height() - 2);
refreshButton->setIconSize(iconSize);
QObject::connect(refreshButton,
&QPushButton::clicked,
[]([[maybe_unused]] bool checked)
{
UiEditorRefreshDirectoryNotificationBus::Broadcast(&UiEditorRefreshDirectoryNotificationInterface::OnRefreshDirectory);
});
layout->addWidget(refreshButton);
}
}
void PropertyDirectoryCtrl::dragEnterEvent(QDragEnterEvent* ev)
{
m_propertyAssetCtrl->dragEnterEvent(ev);
}
void PropertyDirectoryCtrl::dragLeaveEvent(QDragLeaveEvent* ev)
{
m_propertyAssetCtrl->dragLeaveEvent(ev);
}
void PropertyDirectoryCtrl::dropEvent(QDropEvent* ev)
{
m_propertyAssetCtrl->dropEvent(ev);
}
AzToolsFramework::PropertyAssetCtrl* PropertyDirectoryCtrl::GetPropertyAssetCtrl()
{
return m_propertyAssetCtrl;
}
AzToolsFramework::AssetBrowser::AssetSelectionModel PropertyAssetDirectorySelectionCtrl::GetAssetSelectionModel()
{
AzToolsFramework::AssetBrowser::AssetSelectionModel selectionModel = AzToolsFramework::AssetBrowser::AssetSelectionModel::EverythingSelection();
EntryTypeFilter* foldersFilter = new EntryTypeFilter();
foldersFilter->SetEntryType(AssetBrowserEntry::AssetEntryType::Folder);
selectionModel.SetSelectionFilter(FilterConstType(foldersFilter));
return selectionModel;
}
void PropertyAssetDirectorySelectionCtrl::SetFolderSelection(const AZStd::string& folderPath)
{
AZStd::string strFolderPath = folderPath.c_str();
if (strFolderPath.empty())
{
m_folderPath.clear();
}
// AssetBrowser will return relative paths for subdirectories of the game project,
// with the game project folder included in the path.
else if (AzFramework::StringFunc::Path::IsRelative(strFolderPath.c_str()))
{
// This assumes the asset picker will always a path relative to
// the project folder, which we need to omit since file IO routines
// seem to assume this anyways.
strFolderPath = strFolderPath.substr(strFolderPath.find('/') + 1);
m_folderPath = PathUtil::MakeGamePath(strFolderPath);
AZStd::to_lower(m_folderPath.begin(), m_folderPath.end());
}
// For paths in gems, absolute paths are returned
else
{
m_folderPath = Path::FullPathToGamePath(strFolderPath.c_str());
AZStd::to_lower(m_folderPath.begin(), m_folderPath.end());
}
}
void PropertyAssetDirectorySelectionCtrl::ClearAssetInternal()
{
SetFolderSelection(AZStd::string());
PropertyAssetCtrl::ClearAssetInternal();
}
//-------------------------------------------------------------------------------
QWidget* PropertyHandlerDirectory::CreateGUI(QWidget* pParent)
{
return aznew PropertyDirectoryCtrl(pParent);
}
void PropertyHandlerDirectory::ConsumeAttribute(PropertyDirectoryCtrl* GUI, AZ::u32 attrib, AzToolsFramework::PropertyAttributeReader* attrValue, const char* debugName)
{
(void)GUI;
(void)attrib;
(void)attrValue;
(void)debugName;
}
void PropertyHandlerDirectory::WriteGUIValuesIntoProperty(size_t index, PropertyDirectoryCtrl* GUI, property_t& instance, AzToolsFramework::InstanceDataNode* node)
{
(void)index;
(void)node;
PropertyAssetDirectorySelectionCtrl* ctrl = static_cast<PropertyAssetDirectorySelectionCtrl*>(GUI->GetPropertyAssetCtrl());
instance = ctrl->GetFolderSelection();
}
bool PropertyHandlerDirectory::ReadValuesIntoGUI(size_t index, PropertyDirectoryCtrl* GUI, const property_t& instance, AzToolsFramework::InstanceDataNode* node)
{
(void)index;
(void)node;
PropertyAssetDirectorySelectionCtrl* ctrl = static_cast<PropertyAssetDirectorySelectionCtrl*>(GUI->GetPropertyAssetCtrl());
ctrl->blockSignals(true);
{
// Set currently selected folder path
// Note: this must be done before setting asset type below which updates the GUI display
ctrl->SetCurrentAssetHint(instance);
ctrl->SetFolderSelection(instance);
// We need to set the asset type so the property panel labels get
// populated properly (via SetCurrentAssetType). To avoid defining
// directories as assets, we just use a throw-away GUID to get the
// logic to run (otherwise it will early-out due to invalid asset type).
const char* throwAwayAssetType = "{43EDD212-F589-43C8-BC02-A8F9243271CB}";
ctrl->SetCurrentAssetType(AZ::Data::AssetType(throwAwayAssetType));
}
ctrl->blockSignals(false);
return false;
}
void PropertyHandlerDirectory::Register()
{
EBUS_EVENT(AzToolsFramework::PropertyTypeRegistrationMessages::Bus, RegisterPropertyType, aznew PropertyHandlerDirectory());
}
#include <moc_PropertyHandlerDirectory.cpp>