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o3de/Gems/ScriptCanvas/Code/Editor/Assets/ScriptCanvasAssetHandler.cpp

216 lines
8.7 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 "precompiled.h"
#include <ScriptCanvas/Assets/ScriptCanvasAssetHandler.h>
#include <ScriptCanvas/Assets/ScriptCanvasAsset.h>
#include <ScriptCanvas/Asset/RuntimeAsset.h>
#include <ScriptCanvas/Bus/ScriptCanvasBus.h>
#include <Core/ScriptCanvasBus.h>
#include <ScriptCanvas/Components/EditorGraph.h>
#include <ScriptCanvas/Components/EditorScriptCanvasComponent.h>
#include <ScriptCanvas/Components/EditorGraphVariableManagerComponent.h>
#include <GraphCanvas/GraphCanvasBus.h>
#include <AzCore/IO/GenericStreams.h>
#include <AzCore/IO/FileIO.h>
#include <AzCore/Serialization/Utils.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/std/string/string_view.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
namespace ScriptCanvasEditor
{
ScriptCanvasAssetHandler::ScriptCanvasAssetHandler(AZ::SerializeContext* context)
{
SetSerializeContext(context);
AZ::AssetTypeInfoBus::MultiHandler::BusConnect(GetAssetType());
}
ScriptCanvasAssetHandler::~ScriptCanvasAssetHandler()
{
AZ::AssetTypeInfoBus::MultiHandler::BusDisconnect();
}
AZ::Data::AssetPtr ScriptCanvasAssetHandler::CreateAsset(const AZ::Data::AssetId& id, const AZ::Data::AssetType& type)
{
(void)type;
auto assetData = aznew ScriptCanvasAsset(id);
AZ::Entity* scriptCanvasEntity = aznew AZ::Entity("Script Canvas Graph");
SystemRequestBus::Broadcast(&SystemRequests::CreateEditorComponentsOnEntity, scriptCanvasEntity, azrtti_typeid<ScriptCanvas::RuntimeAsset>());
assetData->SetScriptCanvasEntity(scriptCanvasEntity);
return assetData;
}
// Override the stream info to force source assets to load into the Editor instead of cached, processed assets.
void ScriptCanvasAssetHandler::GetCustomAssetStreamInfoForLoad(AZ::Data::AssetStreamInfo& streamInfo)
{
//ScriptCanvas files are source assets and should be placed in a source asset directory
const char* assetPath = streamInfo.m_streamName.c_str();
if (AzFramework::StringFunc::Path::IsRelative(assetPath))
{
AZStd::string watchFolder;
bool sourceInfoFound{};
AZ::Data::AssetInfo assetInfo;
AzToolsFramework::AssetSystemRequestBus::BroadcastResult(sourceInfoFound, &AzToolsFramework::AssetSystemRequestBus::Events::GetSourceInfoBySourcePath, assetPath, assetInfo, watchFolder);
if (sourceInfoFound)
{
AzFramework::StringFunc::Path::Join(watchFolder.data(), assetInfo.m_relativePath.data(), streamInfo.m_streamName);
}
}
}
AZ::Data::AssetHandler::LoadResult ScriptCanvasAssetHandler::LoadAssetData(
const AZ::Data::Asset<AZ::Data::AssetData>& asset,
AZStd::shared_ptr<AZ::Data::AssetDataStream> stream,
const AZ::Data::AssetFilterCB& assetLoadFilterCB)
{
auto* scriptCanvasAsset = asset.GetAs<ScriptCanvasAsset>();
AZ_Assert(scriptCanvasAsset, "This should be an scene slice asset, as this is the only type we process!");
if (scriptCanvasAsset && m_serializeContext)
{
stream->Seek(0U, AZ::IO::GenericStream::ST_SEEK_BEGIN);
// tolerate unknown classes in the editor. Let the asset processor warn about bad nodes...
bool loadSuccess = AZ::Utils::LoadObjectFromStreamInPlace(*stream, scriptCanvasAsset->GetScriptCanvasData(), m_serializeContext, AZ::ObjectStream::FilterDescriptor(assetLoadFilterCB, AZ::ObjectStream::FILTERFLAG_IGNORE_UNKNOWN_CLASSES));
return loadSuccess ? AZ::Data::AssetHandler::LoadResult::LoadComplete : AZ::Data::AssetHandler::LoadResult::Error;
}
return AZ::Data::AssetHandler::LoadResult::Error;
}
bool ScriptCanvasAssetHandler::SaveAssetData(const AZ::Data::Asset<AZ::Data::AssetData>& asset, AZ::IO::GenericStream* stream)
{
return SaveAssetData(asset.GetAs<ScriptCanvasAsset>(), stream);
}
bool ScriptCanvasAssetHandler::SaveAssetData(const ScriptCanvasAsset* assetData, AZ::IO::GenericStream* stream)
{
return SaveAssetData(assetData, stream, AZ::DataStream::ST_XML);
}
bool ScriptCanvasAssetHandler::SaveAssetData(const ScriptCanvasAsset* assetData, AZ::IO::GenericStream* stream, AZ::DataStream::StreamType streamType)
{
if (assetData && m_serializeContext)
{
AZStd::vector<char> byteBuffer;
AZ::IO::ByteContainerStream<decltype(byteBuffer)> byteStream(&byteBuffer);
AZ::ObjectStream* objStream = AZ::ObjectStream::Create(&byteStream, *m_serializeContext, streamType);
bool scriptCanvasAssetSaved = objStream->WriteClass(&assetData->GetScriptCanvasData());
objStream->Finalize();
scriptCanvasAssetSaved = stream->Write(byteBuffer.size(), byteBuffer.data()) == byteBuffer.size() && scriptCanvasAssetSaved;
return scriptCanvasAssetSaved;
}
return false;
}
void ScriptCanvasAssetHandler::DestroyAsset(AZ::Data::AssetPtr ptr)
{
delete ptr;
}
//=========================================================================
// GetSerializeContext
//=========================================================================.
AZ::SerializeContext* ScriptCanvasAssetHandler::GetSerializeContext() const
{
return m_serializeContext;
}
//=========================================================================
// SetSerializeContext
//=========================================================================.
void ScriptCanvasAssetHandler::SetSerializeContext(AZ::SerializeContext* context)
{
m_serializeContext = context;
if (m_serializeContext == nullptr)
{
// use the default app serialize context
EBUS_EVENT_RESULT(m_serializeContext, AZ::ComponentApplicationBus, GetSerializeContext);
if (!m_serializeContext)
{
AZ_Error("Script Canvas", false, "ScriptCanvasAssetHandler: No serialize context provided! We will not be able to process Graph Asset type");
}
}
}
//=========================================================================
// GetHandledAssetTypes
//=========================================================================.
void ScriptCanvasAssetHandler::GetHandledAssetTypes(AZStd::vector<AZ::Data::AssetType>& assetTypes)
{
assetTypes.push_back(GetAssetType());
}
//=========================================================================
// GetAssetType
//=========================================================================.
AZ::Data::AssetType ScriptCanvasAssetHandler::GetAssetType() const
{
return ScriptCanvasAssetHandler::GetAssetTypeStatic();
}
const char* ScriptCanvasAssetHandler::GetAssetTypeDisplayName() const
{
return "Script Canvas";
}
AZ::Data::AssetType ScriptCanvasAssetHandler::GetAssetTypeStatic()
{
return azrtti_typeid<ScriptCanvasAsset>();
}
//=========================================================================
// GetAssetTypeExtensions
//=========================================================================.
void ScriptCanvasAssetHandler::GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions)
{
ScriptCanvasAsset::Description description;
extensions.push_back(description.GetExtensionImpl());
}
//=========================================================================
// GetComponentTypeId
//=========================================================================.
AZ::Uuid ScriptCanvasAssetHandler::GetComponentTypeId() const
{
return azrtti_typeid<EditorScriptCanvasComponent>();
}
//=========================================================================
// GetGroup
//=========================================================================.
const char* ScriptCanvasAssetHandler::GetGroup() const
{
return ScriptCanvas::AssetDescription::GetGroup<ScriptCanvasEditor::ScriptCanvasAsset>();
}
//=========================================================================
// GetBrowserIcon
//=========================================================================.
const char* ScriptCanvasAssetHandler::GetBrowserIcon() const
{
return ScriptCanvas::AssetDescription::GetIconPath<ScriptCanvasEditor::ScriptCanvasAsset>();
}
}