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o3de/Gems/GraphCanvas/Code/Source/Components/Slots/Property/PropertySlotComponent.cpp
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

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/*
* 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 <Components/Slots/Property/PropertySlotComponent.h>
#include <Components/Slots/Property/PropertySlotLayoutComponent.h>
#include <Components/Slots/SlotConnectionFilterComponent.h>
#include <Components/StylingComponent.h>
#include <GraphCanvas/Components/Connections/ConnectionFilters/ConnectionFilters.h>
namespace GraphCanvas
{
//////////////////////////
// PropertySlotComponent
//////////////////////////
void PropertySlotComponent::Reflect(AZ::ReflectContext* reflectContext)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(reflectContext);
if (serializeContext)
{
serializeContext->Class<PropertySlotComponent, SlotComponent>()
->Version(1)
->Field("PropertyId", &PropertySlotComponent::m_propertyId)
;
}
}
AZ::Entity* PropertySlotComponent::CreatePropertySlot(const AZ::EntityId& nodeId, const AZ::Crc32& propertyId, const SlotConfiguration& slotConfiguration)
{
AZ::Entity* entity = SlotComponent::CreateCoreSlotEntity();
entity->CreateComponent<PropertySlotComponent>(propertyId, slotConfiguration);
entity->CreateComponent<PropertySlotLayoutComponent>();
entity->CreateComponent<StylingComponent>(Styling::Elements::PropertySlot, nodeId);
SlotConnectionFilterComponent* connectionFilter = entity->CreateComponent<SlotConnectionFilterComponent>();
// We don't want to accept any connections.
connectionFilter->AddFilter(aznew SlotTypeFilter(ConnectionFilterType::Include));
return entity;
}
PropertySlotComponent::PropertySlotComponent()
: SlotComponent(SlotTypes::PropertySlot)
{
if (m_slotConfiguration.m_slotGroup == SlotGroups::Invalid)
{
m_slotConfiguration.m_slotGroup = SlotGroups::PropertyGroup;
}
}
PropertySlotComponent::PropertySlotComponent(const AZ::Crc32& propertyId, const SlotConfiguration& slotConfiguration)
: SlotComponent(SlotTypes::PropertySlot, slotConfiguration)
, m_propertyId(propertyId)
{
if (m_slotConfiguration.m_slotGroup == SlotGroups::Invalid)
{
m_slotConfiguration.m_slotGroup = SlotGroups::PropertyGroup;
}
}
PropertySlotComponent::~PropertySlotComponent()
{
}
void PropertySlotComponent::Init()
{
SlotComponent::Init();
}
void PropertySlotComponent::Activate()
{
SlotComponent::Activate();
PropertySlotRequestBus::Handler::BusConnect(GetEntityId());
}
void PropertySlotComponent::Deactivate()
{
SlotComponent::Deactivate();
PropertySlotRequestBus::Handler::BusDisconnect();
}
int PropertySlotComponent::GetLayoutPriority() const
{
// Going to want property slots to always be at the top of a display group.
return std::numeric_limits<int>().max();
}
void PropertySlotComponent::SetLayoutPriority(int priority)
{
AZ_UNUSED(priority);
}
const AZ::Crc32& PropertySlotComponent::GetPropertyId() const
{
return m_propertyId;
}
AZ::Entity* PropertySlotComponent::ConstructConnectionEntity(const Endpoint&, const Endpoint&, bool)
{
AZ_Error("Graph Canvas", false, "Property slots cannot have connections.");
return nullptr;
}
}