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279 lines
12 KiB
C++
279 lines
12 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 "UiSpawnerComponent.h"
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#include <AzCore/Asset/AssetSerializer.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Component/ComponentApplicationBus.h>
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#include <AzCore/Component/Entity.h>
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#include <AzCore/RTTI/BehaviorContext.h>
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#include <AzCore/Asset/AssetManagerBus.h>
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#include <LyShine/Bus/UiGameEntityContextBus.h>
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#include <LyShine/Bus/UiElementBus.h>
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// BehaviorContext UiSpawnerNotificationBus forwarder
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class BehaviorUiSpawnerNotificationBusHandler
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: public UiSpawnerNotificationBus::Handler
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, public AZ::BehaviorEBusHandler
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{
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public:
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AZ_EBUS_BEHAVIOR_BINDER(BehaviorUiSpawnerNotificationBusHandler, "{95213AF9-F8F4-4D86-8C68-625F5AFE78FA}", AZ::SystemAllocator,
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OnSpawnBegin, OnEntitySpawned, OnEntitiesSpawned, OnTopLevelEntitiesSpawned, OnSpawnEnd, OnSpawnFailed);
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void OnSpawnBegin(const AzFramework::SliceInstantiationTicket& ticket) override
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{
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Call(FN_OnSpawnBegin, ticket);
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}
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void OnEntitySpawned(const AzFramework::SliceInstantiationTicket& ticket, const AZ::EntityId& id) override
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{
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Call(FN_OnEntitySpawned, ticket, id);
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}
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void OnEntitiesSpawned(const AzFramework::SliceInstantiationTicket& ticket, const AZStd::vector<AZ::EntityId>& spawnedEntities) override
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{
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Call(FN_OnEntitiesSpawned, ticket, spawnedEntities);
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}
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void OnTopLevelEntitiesSpawned(const AzFramework::SliceInstantiationTicket& ticket, const AZStd::vector<AZ::EntityId>& spawnedEntities) override
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{
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Call(FN_OnTopLevelEntitiesSpawned, ticket, spawnedEntities);
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}
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void OnSpawnEnd(const AzFramework::SliceInstantiationTicket& ticket) override
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{
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Call(FN_OnSpawnEnd, ticket);
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}
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void OnSpawnFailed(const AzFramework::SliceInstantiationTicket& ticket) override
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{
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Call(FN_OnSpawnFailed, ticket);
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}
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};
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiSpawnerComponent::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<UiSpawnerComponent, AZ::Component>()
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->Version(1)
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->Field("Slice", &UiSpawnerComponent::m_sliceAsset)
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->Field("SpawnOnActivate", &UiSpawnerComponent::m_spawnOnActivate);
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AZ::EditContext* editContext = serializeContext->GetEditContext();
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if (editContext)
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{
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auto editInfo = editContext->Class<UiSpawnerComponent>("UiSpawner",
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"The spawner component provides dynamic UI slice spawning support.");
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editInfo->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::Category, "UI")
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->Attribute(AZ::Edit::Attributes::Icon, "Icons/Components/Spawner.svg")
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->Attribute(AZ::Edit::Attributes::ViewportIcon, "Icons/Components/Viewport/Spawner.svg")
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->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("UI", 0x27ff46b0))
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->Attribute(AZ::Edit::Attributes::AutoExpand, true);
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editInfo->DataElement(0, &UiSpawnerComponent::m_sliceAsset, "Dynamic slice", "The slice to spawn");
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editInfo->DataElement(0, &UiSpawnerComponent::m_spawnOnActivate, "Spawn on activate",
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"Should the component spawn the selected slice upon activation?");
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}
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}
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AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context);
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if (behaviorContext)
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{
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behaviorContext->EBus<UiSpawnerBus>("UiSpawnerBus")
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->Event("Spawn", &UiSpawnerBus::Events::Spawn)
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->Event("SpawnRelative", &UiSpawnerBus::Events::SpawnRelative)
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->Event("SpawnAbsolute", &UiSpawnerBus::Events::SpawnViewport)
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;
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behaviorContext->EBus<UiSpawnerNotificationBus>("UiSpawnerNotificationBus")
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->Handler<BehaviorUiSpawnerNotificationBusHandler>()
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;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiSpawnerComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
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{
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provided.push_back(AZ_CRC("SpawnerService", 0xd2f1d7a3));
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiSpawnerComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
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{
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dependent.push_back(AZ_CRC("TransformService", 0x8ee22c50));
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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UiSpawnerComponent::UiSpawnerComponent()
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{
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// Slice asset should load purely on-demand.
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m_sliceAsset.SetAutoLoadBehavior(AZ::Data::AssetLoadBehavior::NoLoad);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiSpawnerComponent::Activate()
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{
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UiSpawnerBus::Handler::BusConnect(GetEntityId());
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if (m_spawnOnActivate)
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{
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SpawnSliceInternal(m_sliceAsset, AZ::Vector2(0.0f, 0.0f), false);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiSpawnerComponent::Deactivate()
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{
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UiSpawnerBus::Handler::BusDisconnect();
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UiGameEntityContextSliceInstantiationResultsBus::MultiHandler::BusDisconnect();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AzFramework::SliceInstantiationTicket UiSpawnerComponent::Spawn()
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{
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return SpawnSliceInternal(m_sliceAsset, AZ::Vector2(0.0f, 0.0f), false);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AzFramework::SliceInstantiationTicket UiSpawnerComponent::SpawnRelative(const AZ::Vector2& relative)
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{
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return SpawnSliceInternal(m_sliceAsset, relative, false);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AzFramework::SliceInstantiationTicket UiSpawnerComponent::SpawnViewport(const AZ::Vector2& pos)
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{
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return SpawnSliceInternal(m_sliceAsset, pos, true);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AzFramework::SliceInstantiationTicket UiSpawnerComponent::SpawnSlice(const AZ::Data::Asset<AZ::Data::AssetData>& slice)
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{
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return SpawnSliceInternal(slice, AZ::Vector2(0.0f, 0.0f), false);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AzFramework::SliceInstantiationTicket UiSpawnerComponent::SpawnSliceRelative(const AZ::Data::Asset<AZ::Data::AssetData>& slice, const AZ::Vector2& relative)
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{
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return SpawnSliceInternal(slice, relative, false);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AzFramework::SliceInstantiationTicket UiSpawnerComponent::SpawnSliceViewport(const AZ::Data::Asset<AZ::Data::AssetData>& slice, const AZ::Vector2& pos)
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{
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return SpawnSliceInternal(slice, pos, true);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiSpawnerComponent::OnEntityContextSlicePreInstantiate(const AZ::Data::AssetId& /*sliceAssetId*/, const AZ::SliceComponent::SliceInstanceAddress& /*sliceAddress*/)
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{
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const AzFramework::SliceInstantiationTicket ticket = (*UiGameEntityContextSliceInstantiationResultsBus::GetCurrentBusId());
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EBUS_EVENT_ID(GetEntityId(), UiSpawnerNotificationBus, OnSpawnBegin, ticket);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiSpawnerComponent::OnEntityContextSliceInstantiated([[maybe_unused]] const AZ::Data::AssetId& sliceAssetId, const AZ::SliceComponent::SliceInstanceAddress& sliceAddress)
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{
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const AzFramework::SliceInstantiationTicket ticket = (*UiGameEntityContextSliceInstantiationResultsBus::GetCurrentBusId());
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// Stop listening for this ticket (since it's done). We can have have multiple tickets in flight.
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UiGameEntityContextSliceInstantiationResultsBus::MultiHandler::BusDisconnect(ticket);
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const AZ::SliceComponent::EntityList& entities = sliceAddress.GetInstance()->GetInstantiated()->m_entities;
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// first, send a notification of every individual entity that has been spawned (including top-level elements)
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AZStd::vector<AZ::EntityId> entityIds;
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entityIds.reserve(entities.size());
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for (AZ::Entity* currEntity : entities)
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{
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entityIds.push_back(currEntity->GetId());
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EBUS_EVENT_ID(GetEntityId(), UiSpawnerNotificationBus, OnEntitySpawned, ticket, currEntity->GetId());
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}
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// Then send one notification with all the entities spawned for this ticket
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EBUS_EVENT_ID(GetEntityId(), UiSpawnerNotificationBus, OnEntitiesSpawned, ticket, entityIds);
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// Then send notifications for all top level entities (there is usually only one). This will have been
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// included in the OnEntitySpawned and OnEntitiesSpawned but this is probably the most useful notification
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AZStd::vector<AZ::EntityId> topLevelEntityIds = GetTopLevelEntities(entities);
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EBUS_EVENT_ID(GetEntityId(), UiSpawnerNotificationBus, OnTopLevelEntitiesSpawned, ticket, topLevelEntityIds);
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// last, send an "OnSpawnEnd" to indicate the end of all notifications for this ticket
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EBUS_EVENT_ID(GetEntityId(), UiSpawnerNotificationBus, OnSpawnEnd, ticket);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiSpawnerComponent::OnEntityContextSliceInstantiationFailed(const AZ::Data::AssetId& sliceAssetId)
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{
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UiGameEntityContextSliceInstantiationResultsBus::MultiHandler::BusDisconnect(*UiGameEntityContextSliceInstantiationResultsBus::GetCurrentBusId());
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AZStd::string assetPath;
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EBUS_EVENT_RESULT(assetPath, AZ::Data::AssetCatalogRequestBus, GetAssetPathById, sliceAssetId);
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if (assetPath.empty())
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{
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assetPath = sliceAssetId.ToString<AZStd::string>();
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}
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AZ_Warning("UiSpawnerComponent", false, "Slice '%s' failed to instantiate. Check that it contains UI elements.", assetPath.c_str());
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AzFramework::SliceInstantiationTicket UiSpawnerComponent::SpawnSliceInternal(const AZ::Data::Asset<AZ::Data::AssetData>& slice, const AZ::Vector2& position, bool isViewportPosition)
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{
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AzFramework::EntityContextId contextId = AzFramework::EntityContextId::CreateNull();
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EBUS_EVENT_ID_RESULT(contextId, GetEntityId(), AzFramework::EntityIdContextQueryBus, GetOwningContextId);
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AzFramework::SliceInstantiationTicket ticket;
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EBUS_EVENT_ID_RESULT(ticket, contextId, UiGameEntityContextBus, InstantiateDynamicSlice, slice, position, isViewportPosition, GetEntity(), nullptr);
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UiGameEntityContextSliceInstantiationResultsBus::MultiHandler::BusConnect(ticket);
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return ticket;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AZStd::vector<AZ::EntityId> UiSpawnerComponent::GetTopLevelEntities(const AZ::SliceComponent::EntityList& entities)
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{
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// Create a set of all the top-level entities.
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AZStd::unordered_set<AZ::Entity*> topLevelEntities;
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for (AZ::Entity* entity : entities)
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{
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topLevelEntities.insert(entity);
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}
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// remove anything from the topLevelEntities set that is referenced as the child of another element in the list
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for (AZ::Entity* entity : entities)
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{
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LyShine::EntityArray children;
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EBUS_EVENT_ID_RESULT(children, entity->GetId(), UiElementBus, GetChildElements);
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for (auto child : children)
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{
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topLevelEntities.erase(child);
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}
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}
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// Now topLevelElements contains all of the top-level elements in the set of newly instantiated entities
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// Copy the topLevelEntities set into a list
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AZStd::vector<AZ::EntityId> result;
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for (auto entity : topLevelEntities)
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{
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result.push_back(entity->GetId());
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}
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return result;
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}
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