a5d4eb5d44
The AssetBundler is a new ToolsApplication that allows users to work through the entire Asset Bundling process without ever touching a command line. * Integrating github/AssetBundler through commit 1d65018 * Asset Bundler bug fixes: platform initialization and GUI styling (#5) * fixed enabled platform initialization * fixed the cached engine root. This fixed some of my Seeds tab data issues. The default Engine Seed List appeared, and was able to display the contents on screen. * updated my notes of active bugs * changed some casing in various include lines to hopefully fix my linux build * another include fix for linux * AssetBundler GUI is now compiling on Mac * removed some things off of my todo list because the mac build fix actually fixed the visuals! everything's the right color again * removed the word Lumberyard from the bundler * Asset bundler bug fixes - Bundles, Gems, and Tests (#9) * Fixed the Bundle loading and generation problem. Turned out to be a FileWatcher issue. * turns out gem loading wasn't broken, there were just no existing SeedListFiles for any of the gems loaded by the AutomatedTesting project. I added a default SeedListFile for the PrimitiveAssets Gem. * fixed some failing AssetBundler Gem tests * Misunderstood the need to have default seed lists for asset-only gems. removing the previously created seed list file * Asset bundler bug fixes: Seeds Tab display issues and _dependencies.xml loading (#10) * Fixed the Project Source column in the Seeds tab * The AssetBundler will no longer attempt to copy a template version of the ProjectName_dependencies.xml file into your active project. However, it will throw an error if you do not have one. A follow-up ticket has been cut to address this issue. * updated the AssetBundler icon. This one matches the current style guides * PR feedback: pass a const ref instead of a value * PR feedback: safer conversion from a string_view to a QString Co-authored-by: alexpete <alexpete@amazon.com>
119 lines
4.5 KiB
C++
119 lines
4.5 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#if !defined(Q_MOC_RUN)
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#include <source/models/AssetBundlerAbstractFileTableModel.h>
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#include <source/models/AssetBundlerFileTableFilterModel.h>
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#include <source/utils/GUIApplicationManager.h>
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#include <AzCore/Outcome/Outcome.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/std/string/string.h>
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#include <AzQtComponents/Components/Widgets/TableView.h>
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#include <QLabel>
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#include <QWidget>
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#include <QItemSelection>
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#endif
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namespace AssetBundler
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{
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// Keys for the corresponding scan path lists in the asset bundling settings file
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extern const QString AssetBundlingFileTypes[];
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extern const int MarginSize;
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class AssetBundlerTabWidget
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: public QWidget
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{
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Q_OBJECT
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public:
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explicit AssetBundlerTabWidget(QWidget* parent, GUIApplicationManager* guiApplicationManager);
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virtual ~AssetBundlerTabWidget();
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void Activate();
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virtual QString GetTabTitle() = 0;
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virtual QString GetFileTypeDisplayName() = 0;
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virtual AssetBundlingFileType GetFileType() = 0;
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virtual bool HasUnsavedChanges() = 0;
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//! Reload all the files on display.
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virtual void Reload() = 0;
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//! Saves the selected file to disk.
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//! @return true on successful save, or throws an error message and returns false on a failed save.
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virtual bool SaveCurrentSelection() = 0;
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//! Saves all modified files to disk.
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//! @return true on successful save, or throws an error message and returns false on a failed save.
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virtual bool SaveAll() = 0;
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//! Set watched folders and files for the model
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virtual void SetModelDataSource() = 0;
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virtual AzQtComponents::TableView* GetFileTableView() = 0;
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virtual QModelIndex GetSelectedFileTableIndex() = 0;
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virtual AssetBundlerAbstractFileTableModel* GetFileTableModel() = 0;
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virtual void SetActiveProjectLabel(const QString& labelText) = 0;
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virtual void ApplyConfig() = 0;
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virtual void FileSelectionChanged(const QItemSelection& /*selected*/ = QItemSelection(), const QItemSelection& /*deselected*/ = QItemSelection()) = 0;
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static void InitAssetBundlerSettings(const char* currentProjectFolderPath);
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void AddScanPathToAssetBundlerSettings(AssetBundlingFileType fileType, AZStd::string filePath);
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GUIApplicationManager* GetGUIApplicationManager() { return m_guiApplicationManager; }
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protected:
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void OnFileTableContextMenuRequested(const QPoint& pos);
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//! Asks the user to confirm they wish to permanently delete the selected file, then removes it from disk and memory.
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void OnDeleteSelectedFileRequested();
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bool ConfirmFileDeleteDialog(const QString& absoluteFilePath);
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void ReadScanPathsFromAssetBundlerSettings(AssetBundlingFileType fileType);
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void RemoveScanPathFromAssetBundlerSettings(AssetBundlingFileType fileType, const QString& filePath);
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GUIApplicationManager* m_guiApplicationManager = nullptr;
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QScopedPointer<AssetBundler::AssetBundlerFileTableFilterModel> m_fileTableFilterModel;
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QSet<QString> m_watchedFolders;
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QSet<QString> m_watchedFiles;
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AZStd::unordered_map<AZStd::string, AZStd::string> m_filePathToGemNameMap;
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private slots:
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void OnUpdateTab(const AZStd::string& path);
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void OnUpdateFiles(AssetBundlingFileType fileType, const AZStd::vector<AZStd::string>& absoluteFilePaths);
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private:
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void SetupContextMenu();
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void AddScanPathToAssetBundlerSettings(AssetBundlingFileType fileType, const QString& filePath);
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void ReadAssetBundlerSettings(const AZStd::string& filePath, AssetBundlingFileType fileType);
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static AZStd::string GetAssetBundlerUserSettingsFile(const char* currentProjectFolderPath);
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static AZStd::string GetAssetBundlerCommonSettingsFile(const char* currentProjectFolderPath);
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static void CreateEmptyAssetBundlerSettings(const AZStd::string& filePath);
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};
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} // namespace AssetBundler
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