Files
o3de/Gems/LyShine/Code/Editor/PreviewAnimationList.cpp
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

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