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o3de/Code/Editor/Controls/ReflectedPropertyControl/PropertyMotionCtrl.cpp

61 lines
2.3 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 "EditorDefs.h"
#include "PropertyMotionCtrl.h"
// AzToolsFramework
#include <AzToolsFramework/API/ToolsApplicationAPI.h>
#include <AzToolsFramework/AssetBrowser/AssetSelectionModel.h>
QWidget* MotionPropertyWidgetHandler::CreateGUI(QWidget* pParent)
{
AzToolsFramework::PropertyAssetCtrl* newCtrl = aznew AzToolsFramework::PropertyAssetCtrl(pParent);
connect(
newCtrl, &AzToolsFramework::PropertyAssetCtrl::OnAssetIDChanged, this, [newCtrl]([[maybe_unused]] AZ::Data::AssetId newAssetId) {
EBUS_EVENT(AzToolsFramework::PropertyEditorGUIMessages::Bus, RequestWrite, newCtrl);
AzToolsFramework::PropertyEditorGUIMessages::Bus::Broadcast(
&AzToolsFramework::PropertyEditorGUIMessages::Bus::Handler::OnEditingFinished, newCtrl);
});
return newCtrl;
}
void MotionPropertyWidgetHandler::ConsumeAttribute(
[[maybe_unused]] AzToolsFramework::PropertyAssetCtrl* GUI, [[maybe_unused]] AZ::u32 attrib,
[[maybe_unused]] AzToolsFramework::PropertyAttributeReader* attrValue, [[maybe_unused]] const char* debugName)
{
}
void MotionPropertyWidgetHandler::WriteGUIValuesIntoProperty(
[[maybe_unused]] size_t index, [[maybe_unused]] AzToolsFramework::PropertyAssetCtrl* GUI, property_t& instance,
[[maybe_unused]] AzToolsFramework::InstanceDataNode* node)
{
CReflectedVarMotion val;
val.m_motion = GUI->GetCurrentAssetHint();
val.m_assetId = GUI->GetSelectedAssetID();
instance = static_cast<property_t>(val);
}
bool MotionPropertyWidgetHandler::ReadValuesIntoGUI(
[[maybe_unused]] size_t index, [[maybe_unused]] AzToolsFramework::PropertyAssetCtrl* GUI, const property_t& instance,
[[maybe_unused]] AzToolsFramework::InstanceDataNode* node)
{
static const AZ::Data::AssetType emotionFXMotionAssetType(
"{00494B8E-7578-4BA2-8B28-272E90680787}"); // from MotionAsset.h in EMotionFX Gem
GUI->blockSignals(true);
GUI->SetSelectedAssetID(instance.m_assetId);
GUI->SetCurrentAssetType(emotionFXMotionAssetType);
GUI->blockSignals(false);
return false;
}
#include <Controls/ReflectedPropertyControl/moc_PropertyMotionCtrl.cpp>