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113 lines
3.6 KiB
C++
113 lines
3.6 KiB
C++
/*
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* 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.
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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 <Components/Slots/Property/PropertySlotComponent.h>
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#include <Components/Slots/Property/PropertySlotLayoutComponent.h>
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#include <Components/Slots/SlotConnectionFilterComponent.h>
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#include <Components/StylingComponent.h>
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#include <GraphCanvas/Components/Connections/ConnectionFilters/ConnectionFilters.h>
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namespace GraphCanvas
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{
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//////////////////////////
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// PropertySlotComponent
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//////////////////////////
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void PropertySlotComponent::Reflect(AZ::ReflectContext* reflectContext)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(reflectContext);
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if (serializeContext)
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{
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serializeContext->Class<PropertySlotComponent, SlotComponent>()
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->Version(1)
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->Field("PropertyId", &PropertySlotComponent::m_propertyId)
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;
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}
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}
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AZ::Entity* PropertySlotComponent::CreatePropertySlot(const AZ::EntityId& nodeId, const AZ::Crc32& propertyId, const SlotConfiguration& slotConfiguration)
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{
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AZ::Entity* entity = SlotComponent::CreateCoreSlotEntity();
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entity->CreateComponent<PropertySlotComponent>(propertyId, slotConfiguration);
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entity->CreateComponent<PropertySlotLayoutComponent>();
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entity->CreateComponent<StylingComponent>(Styling::Elements::PropertySlot, nodeId);
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SlotConnectionFilterComponent* connectionFilter = entity->CreateComponent<SlotConnectionFilterComponent>();
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// We don't want to accept any connections.
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connectionFilter->AddFilter(aznew SlotTypeFilter(ConnectionFilterType::Include));
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return entity;
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}
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PropertySlotComponent::PropertySlotComponent()
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: SlotComponent(SlotTypes::PropertySlot)
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{
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if (m_slotConfiguration.m_slotGroup == SlotGroups::Invalid)
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{
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m_slotConfiguration.m_slotGroup = SlotGroups::PropertyGroup;
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}
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}
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PropertySlotComponent::PropertySlotComponent(const AZ::Crc32& propertyId, const SlotConfiguration& slotConfiguration)
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: SlotComponent(SlotTypes::PropertySlot, slotConfiguration)
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, m_propertyId(propertyId)
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{
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if (m_slotConfiguration.m_slotGroup == SlotGroups::Invalid)
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{
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m_slotConfiguration.m_slotGroup = SlotGroups::PropertyGroup;
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}
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}
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PropertySlotComponent::~PropertySlotComponent()
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{
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}
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void PropertySlotComponent::Init()
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{
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SlotComponent::Init();
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}
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void PropertySlotComponent::Activate()
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{
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SlotComponent::Activate();
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PropertySlotRequestBus::Handler::BusConnect(GetEntityId());
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}
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void PropertySlotComponent::Deactivate()
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{
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SlotComponent::Deactivate();
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PropertySlotRequestBus::Handler::BusDisconnect();
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}
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int PropertySlotComponent::GetLayoutPriority() const
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{
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// Going to want property slots to always be at the top of a display group.
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return std::numeric_limits<int>().max();
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}
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void PropertySlotComponent::SetLayoutPriority(int priority)
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{
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AZ_UNUSED(priority);
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}
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const AZ::Crc32& PropertySlotComponent::GetPropertyId() const
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{
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return m_propertyId;
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}
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AZ::Entity* PropertySlotComponent::ConstructConnectionEntity(const Endpoint&, const Endpoint&, bool)
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{
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AZ_Error("Graph Canvas", false, "Property slots cannot have connections.");
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return nullptr;
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}
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}
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