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220 lines
6.8 KiB
C++
220 lines
6.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AzCore/Component/Entity.h>
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#include <AzCore/Component/EntityUtils.h>
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#include <AzCore/Component/ComponentApplicationBus.h>
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#include <AzCore/Component/TransformBus.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/IO/ByteContainerStream.h>
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#include <AzCore/IO/FileIO.h>
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#include <AzCore/Serialization/Utils.h>
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#include <AzCore/Math/Transform.h>
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#include <AzCore/Asset/AssetDatabase.h>
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#include <AzFramework/API/ApplicationAPI.h>
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#include <AzFramework/Entity/EntityContext.h>
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#include <AzFramework/Entity/GameEntityContextBus.h>
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#include <AzFramework/Asset/AssetCatalogBus.h>
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#include <AzFramework/StringFunc/StringFunc.h>
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#include <LyShine/UiEntityContext.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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UiEntityContext::UiEntityContext()
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: AzFramework::EntityContext(AzFramework::EntityContextId::CreateRandom())
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{
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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UiEntityContext::~UiEntityContext()
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{
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiEntityContext::Activate()
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{
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InitContext();
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GetRootSlice()->Instantiate();
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UiEntityContextRequestBus::Handler::BusConnect(GetContextId());
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiEntityContext::Deactivate()
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{
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UiEntityContextRequestBus::Handler::BusDisconnect();
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DestroyContext();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AZ::Entity* UiEntityContext::GetRootAssetEntity()
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{
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return m_rootAsset.Get()->GetEntity();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AZ::Entity* UiEntityContext::CloneRootAssetEntity()
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{
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AZ::SerializeContext* context = nullptr;
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EBUS_EVENT_RESULT(context, AZ::ComponentApplicationBus, GetSerializeContext);
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AZ::Entity* rootAssetEntity = GetRootAssetEntity();
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AZ::Entity* clonedRootAssetEntity = context->CloneObject(rootAssetEntity);
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return clonedRootAssetEntity;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AZ::Entity* UiEntityContext::CreateUiEntity(const char* name)
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{
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AZ::Entity* entity = CreateEntity(name);
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if (entity)
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{
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// we don't currently do anything extra here, UI entities are not automatically
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// Init'ed and Activate'd when they are created. We wait until the required components
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// are added before Init and Activate
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}
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return entity;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiEntityContext::AddUiEntity(AZ::Entity* entity)
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{
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AZ_Assert(entity, "Supplied entity is invalid.");
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AddEntity(entity);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiEntityContext::AddUiEntities(const AzFramework::EntityContext::EntityList& entities)
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{
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AZ::PrefabAsset* rootSlice = m_rootAsset.Get();
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for (AZ::Entity* entity : entities)
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{
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AZ_Assert(!AzFramework::EntityIdContextQueryBus::MultiHandler::BusIsConnectedId(entity->GetId()), "Entity already in context.");
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rootSlice->GetComponent()->AddEntity(entity);
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}
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HandleEntitiesAdded(entities);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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bool UiEntityContext::CloneUiEntities(const AZStd::vector<AZ::EntityId>& sourceEntities, AzFramework::EntityContext::EntityList& resultEntities)
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{
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resultEntities.clear();
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AZ::PrefabComponent::InstantiatedContainer sourceObjects;
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for (const AZ::EntityId& id : sourceEntities)
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{
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AZ::Entity* entity = nullptr;
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EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, id);
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if (entity)
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{
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sourceObjects.m_entities.push_back(entity);
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}
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}
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AZ::PrefabComponent::EntityIdToEntityIdMap idMap;
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AZ::PrefabComponent::InstantiatedContainer* clonedObjects =
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AZ::Utils::CloneObjectAndFixEntities(&sourceObjects, idMap);
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if (!clonedObjects)
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{
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AZ_Error("UiEntityContext", false, "Failed to clone source entities.");
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return false;
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}
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resultEntities = clonedObjects->m_entities;
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AddUiEntities(resultEntities);
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sourceObjects.m_entities.clear();
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clonedObjects->m_entities.clear();
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delete clonedObjects;
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return true;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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bool UiEntityContext::DestroyUiEntity(AZ::EntityId entityId)
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{
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if (DestroyEntity(entityId))
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{
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return true;
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}
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return false;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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bool UiEntityContext::HandleLoadedRootSliceEntity(AZ::Entity* rootEntity, bool remapIds, AZ::PrefabComponent::EntityIdToEntityIdMap* idRemapTable)
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{
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AZ_Assert(m_rootAsset, "The context has not been initialized.");
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if (!AzFramework::EntityContext::HandleLoadedRootSliceEntity(rootEntity, remapIds, idRemapTable))
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{
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return false;
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}
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AZ::PrefabComponent::EntityList entities;
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GetRootSlice()->GetEntities(entities);
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GetRootSlice()->SetIsDynamic(true);
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InitializeEntities(entities);
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return true;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiEntityContext::OnContextEntitiesAdded(const AzFramework::EntityContext::EntityList& entities)
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{
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EntityContext::OnContextEntitiesAdded(entities);
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InitializeEntities(entities);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiEntityContext::OnContextEntityRemoved(const AZ::EntityId& entityId)
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{
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiEntityContext::SetupUiEntity(AZ::Entity* entity)
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{
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InitializeEntities({ entity });
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiEntityContext::InitializeEntities(const AzFramework::EntityContext::EntityList& entities)
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{
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// UI entities are now automatically activated on creation
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for (AZ::Entity* entity : entities)
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{
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if (entity->GetState() == AZ::Entity::ES_CONSTRUCTED)
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{
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entity->Init();
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}
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}
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for (AZ::Entity* entity : entities)
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{
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if (entity->GetState() == AZ::Entity::ES_INIT)
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{
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entity->Activate();
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}
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}
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}
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