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o3de/Gems/DebugDraw/Code/Source/EditorDebugDrawComponentCom...

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C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "DebugDraw_precompiled.h"
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include "EditorDebugDrawComponentCommon.h"
namespace DebugDraw
{
EditorDebugDrawComponentSettings::EditorDebugDrawComponentSettings()
: m_visibleInGame(true)
, m_visibleInEditor(true)
{
}
void EditorDebugDrawComponentSettings::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<EditorDebugDrawComponentSettings>()
->Version(0)
->Field("VisibleInGame", &EditorDebugDrawComponentSettings::m_visibleInGame)
->Field("VisibleInEditor", &EditorDebugDrawComponentSettings::m_visibleInEditor)
;
AZ::EditContext* editContext = serializeContext->GetEditContext();
if (editContext)
{
editContext->Class<EditorDebugDrawComponentSettings>("DebugDraw Component Settings", "Common settings for DebugDraw components.")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "Debugging")
->DataElement(0, &EditorDebugDrawComponentSettings::m_visibleInGame,
"Visible In Game", "Whether this DebugDraw component is visible in game.")
->DataElement(0, &EditorDebugDrawComponentSettings::m_visibleInEditor,
"Visible In Editor", "Whether this DebugDraw component is visible in editor.")
;
}
}
}
} // namespace DebugDraw