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

437 lines
18 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 "UiGameEntityContext.h"
#include <AzCore/Serialization/Utils.h>
#include <LyShine/Bus/UiCanvasBus.h>
#include <LyShine/Bus/UiElementBus.h>
#include <LyShine/Bus/UiTransformBus.h>
#include <LyShine/Bus/UiTransform2dBus.h>
#include <LyShine/UiComponentTypes.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
UiGameEntityContext::UiGameEntityContext(AZ::EntityId canvasEntityId)
: m_canvasEntityId(canvasEntityId)
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiGameEntityContext::~UiGameEntityContext()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiGameEntityContext::HandleLoadedRootSliceEntity(AZ::Entity* rootEntity, bool remapIds, AZ::SliceComponent::EntityIdToEntityIdMap* idRemapTable)
{
AZ_Assert(m_entityOwnershipService->IsInitialized(), "The context has not been initialized.");
bool rootEntityReloadSuccessful = false;
AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(rootEntityReloadSuccessful, GetContextId(),
&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::HandleRootEntityReloadedFromStream, rootEntity, remapIds, idRemapTable);
if (!rootEntityReloadSuccessful)
{
return false;
}
AZ::SliceComponent::EntityList entities;
m_entityOwnershipService->GetAllEntities(entities);
AzFramework::SliceEntityOwnershipServiceRequestBus::Event(GetContextId(),
&AzFramework::SliceEntityOwnershipServiceRequests::SetIsDynamic, true);
InitializeEntities(entities);
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Entity* UiGameEntityContext::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 UiGameEntityContext::AddUiEntity(AZ::Entity* entity)
{
AZ_Assert(entity, "Supplied entity is invalid.");
AddEntity(entity);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiGameEntityContext::AddUiEntities(const AzFramework::EntityList& entities)
{
for (AZ::Entity* entity : entities)
{
AZ_Assert(!AzFramework::EntityIdContextQueryBus::MultiHandler::BusIsConnectedId(entity->GetId()), "Entity already in context.");
AzFramework::RootSliceAsset rootSliceAsset;
AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(rootSliceAsset, GetContextId(),
&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::GetRootAsset);
rootSliceAsset->GetComponent()->AddEntity(entity);
}
m_entityOwnershipService->HandleEntitiesAdded(entities);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiGameEntityContext::CloneUiEntities(const AZStd::vector<AZ::EntityId>& sourceEntities, AzFramework::EntityList& resultEntities)
{
resultEntities.clear();
AZ::SliceComponent::InstantiatedContainer sourceObjects(false);
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::SliceComponent::EntityIdToEntityIdMap idMap;
AZ::SliceComponent::InstantiatedContainer* clonedObjects =
AZ::IdUtils::Remapper<AZ::EntityId>::CloneObjectAndGenerateNewIdsAndFixRefs(&sourceObjects, idMap);
if (!clonedObjects)
{
AZ_Error("UiEntityContext", false, "Failed to clone source entities.");
return false;
}
resultEntities = clonedObjects->m_entities;
AddUiEntities(resultEntities);
clonedObjects->m_deleteEntitiesOnDestruction = false;
delete clonedObjects;
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiGameEntityContext::DestroyUiEntity(AZ::EntityId entityId)
{
return EntityContext::DestroyEntityById(entityId);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiGameEntityContext::DestroyEntity(AZ::Entity* entity)
{
AZ_Assert(entity, "Invalid entity passed to DestroyEntity");
AZ_Assert(m_entityOwnershipService->IsInitialized(), "The context has not been initialized.");
AzFramework::EntityContextId owningContextId = AzFramework::EntityContextId::CreateNull();
EBUS_EVENT_ID_RESULT(owningContextId, entity->GetId(), AzFramework::EntityIdContextQueryBus, GetOwningContextId);
AZ_Assert(owningContextId == m_contextId, "Entity does not belong to this context, and therefore can not be safely destroyed by this context.");
if (owningContextId == m_contextId)
{
HandleEntitiesRemoved({ entity->GetId() });
AzFramework::RootSliceAsset rootSliceAsset;
AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(rootSliceAsset, GetContextId(),
&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::GetRootAsset);
rootSliceAsset->GetComponent()->RemoveEntity(entity);
return true;
}
return false;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiGameEntityContext::InitUiContext()
{
m_entityOwnershipService = AZStd::make_unique<AzFramework::SliceEntityOwnershipService>(GetContextId(), GetSerializeContext());
InitContext();
m_entityOwnershipService->InstantiateAllPrefabs();
UiEntityContextRequestBus::Handler::BusConnect(GetContextId());
UiGameEntityContextBus::Handler::BusConnect(GetContextId());
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiGameEntityContext::DestroyUiContext()
{
UiEntityContextRequestBus::Handler::BusDisconnect();
UiGameEntityContextBus::Handler::BusDisconnect();
DestroyContext();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiGameEntityContext::SaveToStreamForGame(AZ::IO::GenericStream& stream, AZ::DataStream::StreamType streamType)
{
AzFramework::RootSliceAsset rootSliceAsset;
AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(rootSliceAsset, GetContextId(),
&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::GetRootAsset);
if (!rootSliceAsset)
{
return false;
}
AZ::Entity* rootSliceEntity = rootSliceAsset->GetEntity();
return AZ::Utils::SaveObjectToStream<AZ::Entity>(stream, streamType, rootSliceEntity);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiGameEntityContext::SaveCanvasEntityToStreamForGame(AZ::Entity* canvasEntity, AZ::IO::GenericStream& stream, AZ::DataStream::StreamType streamType)
{
if (!canvasEntity)
{
return false;
}
return AZ::Utils::SaveObjectToStream<AZ::Entity>(stream, streamType, canvasEntity);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiGameEntityContext::OnContextEntitiesAdded(const AzFramework::EntityList& entities)
{
EntityContext::OnContextEntitiesAdded(entities);
InitializeEntities(entities);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiGameEntityContext::InitializeEntities(const AzFramework::EntityList& entities)
{
// UI entities are now automatically activated on creation
for (AZ::Entity* entity : entities)
{
if (entity->GetState() == AZ::Entity::State::Constructed)
{
entity->Init();
}
}
for (AZ::Entity* entity : entities)
{
if (entity->GetState() == AZ::Entity::State::Init)
{
entity->Activate();
}
}
}
//////////////////////////////////////////////////////////////////////////
bool UiGameEntityContext::ValidateEntitiesAreValidForContext(const AzFramework::EntityList& entities)
{
// All entities in a slice being instantiated in the UI editor should
// have the UiElementComponent on them.
for (AZ::Entity* entity : entities)
{
if (!entity->FindComponent(LyShine::UiElementComponentUuid))
{
return false;
}
}
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AzFramework::SliceInstantiationTicket UiGameEntityContext::InstantiateDynamicSlice(
const AZ::Data::Asset<AZ::Data::AssetData>& sliceAsset, const AZ::Vector2& position, bool isViewportPosition,
AZ::Entity* parent, const AZ::IdUtils::Remapper<AZ::EntityId>::IdMapper& customIdMapper)
{
if (sliceAsset.GetId().IsValid())
{
AzFramework::SliceInstantiationTicket ticket;
AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(ticket, GetContextId(),
&AzFramework::SliceEntityOwnershipServiceRequests::InstantiateSlice, sliceAsset, customIdMapper, nullptr);
if (ticket.IsValid())
{
auto it = m_instantiatingDynamicSlices.emplace(ticket, InstantiatingDynamicSlice(sliceAsset, position, isViewportPosition, parent));
bool inserted = it.second;
AZ_Error("UiEntityContext", inserted, "InstantiateDynamicSlice failed because the key already exists.");
if (inserted)
{
AzFramework::SliceInstantiationResultBus::MultiHandler::BusConnect(ticket);
return ticket;
}
}
}
return AzFramework::SliceInstantiationTicket();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiGameEntityContext::OnSlicePreInstantiate(const AZ::Data::AssetId& sliceAssetId, const AZ::SliceComponent::SliceInstanceAddress& sliceAddress)
{
const AzFramework::SliceInstantiationTicket ticket = *AzFramework::SliceInstantiationResultBus::GetCurrentBusId();
auto instantiatingIter = m_instantiatingDynamicSlices.find(ticket);
if (instantiatingIter != m_instantiatingDynamicSlices.end())
{
const AZ::SliceComponent::EntityList& entities = sliceAddress.GetInstance()->GetInstantiated()->m_entities;
// If the context was loaded from a stream and Ids were remapped, fix up entity Ids in that slice that
// point to entities in the stream (i.e. level entities).
AZ::SliceComponent::EntityIdToEntityIdMap loadedEntityIdMap;
AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(loadedEntityIdMap, GetContextId(),
&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::GetLoadedEntityIdMap);
if (!loadedEntityIdMap.empty())
{
AZ::SliceComponent::InstantiatedContainer instanceEntities(false);
instanceEntities.m_entities = entities;
AZ::IdUtils::Remapper<AZ::EntityId>::RemapIds(&instanceEntities,
[this](const AZ::EntityId& originalId, bool isEntityId, const AZStd::function<AZ::EntityId()>&) -> AZ::EntityId
{
if (!isEntityId)
{
AZ::SliceComponent::EntityIdToEntityIdMap loadedEntityIdMap;
AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(loadedEntityIdMap, GetContextId(),
&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::GetLoadedEntityIdMap);
auto iter = loadedEntityIdMap.find(originalId);
if (iter != loadedEntityIdMap.end())
{
return iter->second;
}
}
return originalId;
}, m_serializeContext, false);
}
EBUS_EVENT_ID(ticket, UiGameEntityContextSliceInstantiationResultsBus, OnEntityContextSlicePreInstantiate, sliceAssetId, sliceAddress);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiGameEntityContext::OnSliceInstantiated(const AZ::Data::AssetId& sliceAssetId, const AZ::SliceComponent::SliceInstanceAddress& instance)
{
const AzFramework::SliceInstantiationTicket ticket = *AzFramework::SliceInstantiationResultBus::GetCurrentBusId();
AzFramework::SliceInstantiationResultBus::MultiHandler::BusDisconnect(ticket);
auto instantiatingIter = m_instantiatingDynamicSlices.find(ticket);
if (instantiatingIter != m_instantiatingDynamicSlices.end())
{
InstantiatingDynamicSlice& instantiating = instantiatingIter->second;
const AZ::SliceComponent::EntityList& entities = instance.GetInstance()->GetInstantiated()->m_entities;
// It's possible that this dynamic slice only contains editor-only elements
if (entities.empty())
{
return;
}
// Create a set of all the top-level entities.
AZStd::unordered_set<AZ::Entity*> topLevelEntities;
for (AZ::Entity* entity : entities)
{
topLevelEntities.insert(entity);
}
// remove anything from the topLevelEntities set that is referenced as the child of another element in the list
for (AZ::Entity* entity : entities)
{
LyShine::EntityArray children;
EBUS_EVENT_ID_RESULT(children, entity->GetId(), UiElementBus, GetChildElements);
for (auto child : children)
{
topLevelEntities.erase(child);
}
}
// This can be null is nothing is selected. That is OK, the usage of it below treats that as meaning
// add as a child of the root element.
AZ::Entity* parent = instantiating.m_parent;
// Now topLevelElements contains all of the top-level elements in the set of newly instantiated entities
// Copy the topLevelEntities set into a list
LyShine::EntityArray entitiesToInit;
for (auto entity : topLevelEntities)
{
entitiesToInit.push_back(entity);
}
// There must be at least one element
AZ_Assert(entitiesToInit.size() >= 1, "There must be at least one top-level entity in a UI slice.");
// Initialize the internal parent pointers and the canvas pointer in the elements
// We do this before adding the elements, otherwise the GetUniqueChildName code in FixupCreatedEntities will
// already see the new elements and think the names are not unique
EBUS_EVENT_ID(m_canvasEntityId, UiCanvasBus, FixupCreatedEntities, entitiesToInit, true, parent);
// Add all of the top-level entities as children of the parent
for (auto entity : topLevelEntities)
{
EBUS_EVENT_ID(m_canvasEntityId, UiCanvasBus, AddElement, entity, parent, nullptr);
}
// Here we adjust the position of the instantiated entities. Depending on how the dynamic slice
// was spawned we position it at a viewport position or a relative position.
if (instantiating.m_isViewportPosition)
{
const AZ::Vector2& desiredViewportPosition = instantiating.m_position;
AZ::Entity* rootElement = entitiesToInit[0];
// Transform pivot position to canvas space
AZ::Vector2 pivotPos;
EBUS_EVENT_ID_RESULT(pivotPos, rootElement->GetId(), UiTransformBus, GetCanvasSpacePivotNoScaleRotate);
// Transform destination position to canvas space
AZ::Matrix4x4 transformFromViewport;
EBUS_EVENT_ID(rootElement->GetId(), UiTransformBus, GetTransformFromViewport, transformFromViewport);
AZ::Vector3 destPos3 = transformFromViewport * AZ::Vector3(desiredViewportPosition.GetX(), desiredViewportPosition.GetY(), 0.0f);
AZ::Vector2 destPos(destPos3.GetX(), destPos3.GetY());
AZ::Vector2 offsetDelta = destPos - pivotPos;
// Adjust offsets on all top level elements
for (auto entity : entitiesToInit)
{
UiTransform2dInterface::Offsets offsets;
EBUS_EVENT_ID_RESULT(offsets, entity->GetId(), UiTransform2dBus, GetOffsets);
EBUS_EVENT_ID(entity->GetId(), UiTransform2dBus, SetOffsets, offsets + offsetDelta);
}
}
else if (!instantiating.m_position.IsZero())
{
AZ::Entity* rootElement = entitiesToInit[0];
EBUS_EVENT_ID(rootElement->GetId(), UiTransformBus, MoveLocalPositionBy, instantiating.m_position);
}
// must erase this in case our instantiate calls trigger a slice spawn which would invalid this iterator.
m_instantiatingDynamicSlices.erase(instantiatingIter);
// This allows the UiSpawnerComponent to respond after the entities have been activated and fixed up
EBUS_EVENT_ID(ticket, UiGameEntityContextSliceInstantiationResultsBus, OnEntityContextSliceInstantiated, sliceAssetId, instance);
EBUS_EVENT(UiGameEntityContextNotificationBus, OnSliceInstantiated, sliceAssetId, instance, ticket);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiGameEntityContext::OnSliceInstantiationFailed(const AZ::Data::AssetId& sliceAssetId)
{
const AzFramework::SliceInstantiationTicket ticket = *AzFramework::SliceInstantiationResultBus::GetCurrentBusId();
AzFramework::SliceInstantiationResultBus::MultiHandler::BusDisconnect(ticket);
if (m_instantiatingDynamicSlices.erase(ticket) > 0)
{
EBUS_EVENT_ID(ticket, UiGameEntityContextSliceInstantiationResultsBus, OnEntityContextSliceInstantiationFailed, sliceAssetId);
EBUS_EVENT(UiGameEntityContextNotificationBus, OnSliceInstantiationFailed, sliceAssetId, ticket);
}
}