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o3de/Code/Tools/AssetBundler/source/ui/AssetBundlerTabWidget.h
T
Zaladane a5d4eb5d44 Asset Bundler GUI (#427)
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>
2021-04-30 15:42:10 -07:00

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/*
* 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.
*
*/
#pragma once
#if !defined(Q_MOC_RUN)
#include <source/models/AssetBundlerAbstractFileTableModel.h>
#include <source/models/AssetBundlerFileTableFilterModel.h>
#include <source/utils/GUIApplicationManager.h>
#include <AzCore/Outcome/Outcome.h>
#include <AzCore/std/containers/vector.h>
#include <AzCore/std/string/string.h>
#include <AzQtComponents/Components/Widgets/TableView.h>
#include <QLabel>
#include <QWidget>
#include <QItemSelection>
#endif
namespace AssetBundler
{
// Keys for the corresponding scan path lists in the asset bundling settings file
extern const QString AssetBundlingFileTypes[];
extern const int MarginSize;
class AssetBundlerTabWidget
: public QWidget
{
Q_OBJECT
public:
explicit AssetBundlerTabWidget(QWidget* parent, GUIApplicationManager* guiApplicationManager);
virtual ~AssetBundlerTabWidget();
void Activate();
virtual QString GetTabTitle() = 0;
virtual QString GetFileTypeDisplayName() = 0;
virtual AssetBundlingFileType GetFileType() = 0;
virtual bool HasUnsavedChanges() = 0;
//! Reload all the files on display.
virtual void Reload() = 0;
//! Saves the selected file to disk.
//! @return true on successful save, or throws an error message and returns false on a failed save.
virtual bool SaveCurrentSelection() = 0;
//! Saves all modified files to disk.
//! @return true on successful save, or throws an error message and returns false on a failed save.
virtual bool SaveAll() = 0;
//! Set watched folders and files for the model
virtual void SetModelDataSource() = 0;
virtual AzQtComponents::TableView* GetFileTableView() = 0;
virtual QModelIndex GetSelectedFileTableIndex() = 0;
virtual AssetBundlerAbstractFileTableModel* GetFileTableModel() = 0;
virtual void SetActiveProjectLabel(const QString& labelText) = 0;
virtual void ApplyConfig() = 0;
virtual void FileSelectionChanged(const QItemSelection& /*selected*/ = QItemSelection(), const QItemSelection& /*deselected*/ = QItemSelection()) = 0;
static void InitAssetBundlerSettings(const char* currentProjectFolderPath);
void AddScanPathToAssetBundlerSettings(AssetBundlingFileType fileType, AZStd::string filePath);
GUIApplicationManager* GetGUIApplicationManager() { return m_guiApplicationManager; }
protected:
void OnFileTableContextMenuRequested(const QPoint& pos);
//! Asks the user to confirm they wish to permanently delete the selected file, then removes it from disk and memory.
void OnDeleteSelectedFileRequested();
bool ConfirmFileDeleteDialog(const QString& absoluteFilePath);
void ReadScanPathsFromAssetBundlerSettings(AssetBundlingFileType fileType);
void RemoveScanPathFromAssetBundlerSettings(AssetBundlingFileType fileType, const QString& filePath);
GUIApplicationManager* m_guiApplicationManager = nullptr;
QScopedPointer<AssetBundler::AssetBundlerFileTableFilterModel> m_fileTableFilterModel;
QSet<QString> m_watchedFolders;
QSet<QString> m_watchedFiles;
AZStd::unordered_map<AZStd::string, AZStd::string> m_filePathToGemNameMap;
private slots:
void OnUpdateTab(const AZStd::string& path);
void OnUpdateFiles(AssetBundlingFileType fileType, const AZStd::vector<AZStd::string>& absoluteFilePaths);
private:
void SetupContextMenu();
void AddScanPathToAssetBundlerSettings(AssetBundlingFileType fileType, const QString& filePath);
void ReadAssetBundlerSettings(const AZStd::string& filePath, AssetBundlingFileType fileType);
static AZStd::string GetAssetBundlerUserSettingsFile(const char* currentProjectFolderPath);
static AZStd::string GetAssetBundlerCommonSettingsFile(const char* currentProjectFolderPath);
static void CreateEmptyAssetBundlerSettings(const AZStd::string& filePath);
};
} // namespace AssetBundler