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o3de/Gems/Atom/Asset/ImageProcessingAtom/Code/Source/Editor/ResolutionSettingWidget.cpp
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Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
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#	Code/Editor/Plugins/PerforcePlugin/PerforcePlugin_precompiled.h
#	Code/Editor/Plugins/ProjectSettingsTool/ProjectSettingsTool_precompiled.h
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#	Code/Tools/AssetProcessor/native/precompiled.h
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#	Gems/AssetMemoryAnalyzer/Code/Source/AssetMemoryAnalyzer_precompiled.h
#	Gems/Atom/Asset/ImageProcessingAtom/Code/Source/ImageProcessing_precompiled.h
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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.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "ResolutionSettingWidget.h"
#include <Source/Editor/ui_ResolutionSettingWidget.h>
#include <QVBoxLayout>
namespace ImageProcessingAtomEditor
{
using namespace ImageProcessingAtom;
ResolutionSettingWidget::ResolutionSettingWidget(ResoultionWidgetType type, EditorTextureSetting& textureSetting, QWidget* parent /*= nullptr*/)
: QWidget(parent)
, m_ui(new Ui::ResolutionSettingWidget)
, m_textureSetting(&textureSetting)
{
m_ui->setupUi(this);
m_type = type;
//Put default platform in the first row
ResolutionSettingItemWidget* item = new ResolutionSettingItemWidget(ResoultionWidgetType::TexturePropety, this);
item->Init(BuilderSettingManager::s_defaultPlatform, m_textureSetting);
m_ui->listLayout->addWidget(item);
//Add the other platforms in the list
for (auto& it : m_textureSetting->m_settingsMap)
{
AZStd::string platform = it.first;
if (platform != BuilderSettingManager::s_defaultPlatform)
{
ResolutionSettingItemWidget* item2 = new ResolutionSettingItemWidget(ResoultionWidgetType::TexturePropety, this);
item2->Init(platform, m_textureSetting);
m_ui->listLayout->addWidget(item2);
}
}
// Tooltips
m_ui->downResLabel->setToolTip(QString("Adjust the resolution based on the target platform. \
Use this setting to preserve the resolution of a source file even though it appears smaller in the game. \
Select 0 to preserve the original size or 5 for the maximum reduction."));
}
ResolutionSettingWidget::~ResolutionSettingWidget()
{
}
}//namespace ImageProcessingAtomEditor
#include <Source/Editor/moc_ResolutionSettingWidget.cpp>