6c3d5c434e
* {lyn8865} Adding DataTypes::ScriptProcessorFallbackLogic
- Give the user an option how to handle fallback logic for script rules
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* the new code found an error in a Python script... it seems to work!
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* fixing up the regression test
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* dump version number
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
49 lines
1.5 KiB
C++
49 lines
1.5 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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#pragma once
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#include <AzCore/Memory/Memory.h>
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#include <AzCore/std/string/string.h>
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#include <SceneAPI/SceneCore/DataTypes/Rules/IScriptProcessorRule.h>
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namespace AZ
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{
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class ReflectContext;
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namespace SceneAPI
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{
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namespace SceneData
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{
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class ScriptProcessorRule
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: public DataTypes::IScriptProcessorRule
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{
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public:
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AZ_RTTI(ScriptProcessorRule, "{E61EDCBC-867A-4A6A-B49D-C87E60D3EC33}", DataTypes::IScriptProcessorRule);
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AZ_CLASS_ALLOCATOR(ScriptProcessorRule, AZ::SystemAllocator, 0)
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~ScriptProcessorRule() override = default;
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const AZStd::string& GetScriptFilename() const override;
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inline void SetScriptFilename(AZStd::string scriptFilename)
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{
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m_scriptFilename = AZStd::move(scriptFilename);
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}
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DataTypes::ScriptProcessorFallbackLogic GetScriptProcessorFallbackLogic() const override;
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static void Reflect(ReflectContext* context);
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protected:
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AZStd::string m_scriptFilename;
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DataTypes::ScriptProcessorFallbackLogic m_fallbackLogic = DataTypes::ScriptProcessorFallbackLogic::FailBuild;
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};
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} // SceneData
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} // SceneAPI
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} // AZ
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