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o3de/Code/Tools/ProjectManager/Source/ProjectSettingsCtrl.cpp
T
AMZN-nggieber 7ecd1b1761 Rearchitecture Project Manager Screens Workflow and Create Project Settings Ctrl
* Renamed UX screen files and classes to include screen in the name

* Changed screens to emit a screen change request a controller can connect to

* Made ScreensCtrl that owns and manages screens and their changing and history

* Made Project Settings Control managing back and next buttons

* Add Project Setting Model and moved New Project Settings Ui into Screen file

* Goto previous screen always works

* Removed unnecessary QObject namespace from connect calls

* Merged ProjectSettingsModel into ProjectInfo
2021-05-13 10:47:49 -07:00

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3.0 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <ProjectSettingsCtrl.h>
#include <ScreensCtrl.h>
#include <QDialogButtonBox>
#include <QVBoxLayout>
#include <QPushButton>
namespace O3DE::ProjectManager
{
ProjectSettingsCtrl::ProjectSettingsCtrl(QWidget* parent)
: ScreenWidget(parent)
{
QVBoxLayout* vLayout = new QVBoxLayout();
setLayout(vLayout);
m_screensCtrl = new ScreensCtrl();
vLayout->addWidget(m_screensCtrl);
QDialogButtonBox* backNextButtons = new QDialogButtonBox();
vLayout->addWidget(backNextButtons);
m_backButton = backNextButtons->addButton("Back", QDialogButtonBox::RejectRole);
m_nextButton = backNextButtons->addButton("Next", QDialogButtonBox::ApplyRole);
connect(m_backButton, &QPushButton::pressed, this, &ProjectSettingsCtrl::HandleBackButton);
connect(m_nextButton, &QPushButton::pressed, this, &ProjectSettingsCtrl::HandleNextButton);
m_screensOrder =
{
ProjectManagerScreen::NewProjectSettings,
ProjectManagerScreen::GemCatalog
};
m_screensCtrl->BuildScreens(m_screensOrder);
m_screensCtrl->ForceChangeToScreen(ProjectManagerScreen::NewProjectSettings, false);
UpdateNextButtonText();
}
ProjectManagerScreen ProjectSettingsCtrl::GetScreenEnum()
{
return ProjectManagerScreen::NewProjectSettingsCore;
}
void ProjectSettingsCtrl::HandleBackButton()
{
if (!m_screensCtrl->GotoPreviousScreen())
{
emit GotoPreviousScreenRequest();
}
else
{
UpdateNextButtonText();
}
}
void ProjectSettingsCtrl::HandleNextButton()
{
ProjectManagerScreen screenEnum = m_screensCtrl->GetCurrentScreen()->GetScreenEnum();
auto screenOrderIter = m_screensOrder.begin();
for (; screenOrderIter != m_screensOrder.end(); ++screenOrderIter)
{
if (*screenOrderIter == screenEnum)
{
++screenOrderIter;
break;
}
}
if (screenOrderIter != m_screensOrder.end())
{
m_screensCtrl->ChangeToScreen(*screenOrderIter);
UpdateNextButtonText();
}
else
{
emit ChangeScreenRequest(ProjectManagerScreen::ProjectsHome);
}
}
void ProjectSettingsCtrl::UpdateNextButtonText()
{
m_nextButton->setText(m_screensCtrl->GetCurrentScreen()->GetNextButtonText());
}
} // namespace O3DE::ProjectManager