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o3de/Gems/LyShine/Code/Source/UiEntityContext.cpp

220 lines
6.8 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 <AzCore/Component/Entity.h>
#include <AzCore/Component/EntityUtils.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/IO/ByteContainerStream.h>
#include <AzCore/IO/FileIO.h>
#include <AzCore/Serialization/Utils.h>
#include <AzCore/Math/Transform.h>
#include <AzCore/Asset/AssetDatabase.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/Entity/EntityContext.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Asset/AssetCatalogBus.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <LyShine/UiEntityContext.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
UiEntityContext::UiEntityContext()
: AzFramework::EntityContext(AzFramework::EntityContextId::CreateRandom())
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiEntityContext::~UiEntityContext()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiEntityContext::Activate()
{
InitContext();
GetRootSlice()->Instantiate();
UiEntityContextRequestBus::Handler::BusConnect(GetContextId());
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiEntityContext::Deactivate()
{
UiEntityContextRequestBus::Handler::BusDisconnect();
DestroyContext();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Entity* UiEntityContext::GetRootAssetEntity()
{
return m_rootAsset.Get()->GetEntity();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Entity* UiEntityContext::CloneRootAssetEntity()
{
AZ::SerializeContext* context = nullptr;
EBUS_EVENT_RESULT(context, AZ::ComponentApplicationBus, GetSerializeContext);
AZ::Entity* rootAssetEntity = GetRootAssetEntity();
AZ::Entity* clonedRootAssetEntity = context->CloneObject(rootAssetEntity);
return clonedRootAssetEntity;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Entity* UiEntityContext::CreateUiEntity(const char* name)
{
AZ::Entity* entity = CreateEntity(name);
if (entity)
{
// we don't currently do anything extra here, UI entities are not automatically
// Init'ed and Activate'd when they are created. We wait until the required components
// are added before Init and Activate
}
return entity;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiEntityContext::AddUiEntity(AZ::Entity* entity)
{
AZ_Assert(entity, "Supplied entity is invalid.");
AddEntity(entity);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiEntityContext::AddUiEntities(const AzFramework::EntityContext::EntityList& entities)
{
AZ::PrefabAsset* rootSlice = m_rootAsset.Get();
for (AZ::Entity* entity : entities)
{
AZ_Assert(!AzFramework::EntityIdContextQueryBus::MultiHandler::BusIsConnectedId(entity->GetId()), "Entity already in context.");
rootSlice->GetComponent()->AddEntity(entity);
}
HandleEntitiesAdded(entities);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiEntityContext::CloneUiEntities(const AZStd::vector<AZ::EntityId>& sourceEntities, AzFramework::EntityContext::EntityList& resultEntities)
{
resultEntities.clear();
AZ::PrefabComponent::InstantiatedContainer sourceObjects;
for (const AZ::EntityId& id : sourceEntities)
{
AZ::Entity* entity = nullptr;
EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, id);
if (entity)
{
sourceObjects.m_entities.push_back(entity);
}
}
AZ::PrefabComponent::EntityIdToEntityIdMap idMap;
AZ::PrefabComponent::InstantiatedContainer* clonedObjects =
AZ::Utils::CloneObjectAndFixEntities(&sourceObjects, idMap);
if (!clonedObjects)
{
AZ_Error("UiEntityContext", false, "Failed to clone source entities.");
return false;
}
resultEntities = clonedObjects->m_entities;
AddUiEntities(resultEntities);
sourceObjects.m_entities.clear();
clonedObjects->m_entities.clear();
delete clonedObjects;
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiEntityContext::DestroyUiEntity(AZ::EntityId entityId)
{
if (DestroyEntity(entityId))
{
return true;
}
return false;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiEntityContext::HandleLoadedRootSliceEntity(AZ::Entity* rootEntity, bool remapIds, AZ::PrefabComponent::EntityIdToEntityIdMap* idRemapTable)
{
AZ_Assert(m_rootAsset, "The context has not been initialized.");
if (!AzFramework::EntityContext::HandleLoadedRootSliceEntity(rootEntity, remapIds, idRemapTable))
{
return false;
}
AZ::PrefabComponent::EntityList entities;
GetRootSlice()->GetEntities(entities);
GetRootSlice()->SetIsDynamic(true);
InitializeEntities(entities);
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiEntityContext::OnContextEntitiesAdded(const AzFramework::EntityContext::EntityList& entities)
{
EntityContext::OnContextEntitiesAdded(entities);
InitializeEntities(entities);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiEntityContext::OnContextEntityRemoved(const AZ::EntityId& entityId)
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiEntityContext::SetupUiEntity(AZ::Entity* entity)
{
InitializeEntities({ entity });
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiEntityContext::InitializeEntities(const AzFramework::EntityContext::EntityList& entities)
{
// UI entities are now automatically activated on creation
for (AZ::Entity* entity : entities)
{
if (entity->GetState() == AZ::Entity::ES_CONSTRUCTED)
{
entity->Init();
}
}
for (AZ::Entity* entity : entities)
{
if (entity->GetState() == AZ::Entity::ES_INIT)
{
entity->Activate();
}
}
}