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

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