Files
o3de/Assets/Editor/UI/AssetBrowserRibbon.xml
T
lumberyard-employee-dm 3dec5d3b71 LYN-2537 engine assets (#254)
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder

* Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file

* Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message

* Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect
the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and
@ENGINEROOT@/EngineAssets/Editor path for engine tool assets

* Updating references to Icons and other assets to account for moving the
Engine and Editor folder under a single EngineAssets folder

* Moving the Engine Settings Registry folder from Engine/Registry -> Registry

* Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator

* Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now

* Fixed Atom Shader Preprocessing when running using an External Project

* Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable

* Updated the Install_Common.cmake ly_setup_others function to install the
EngineAssets directory and the each of the Gem's Assets directory while
maintaining the relative directory structure to the Engine Root
Also updated the install step to install the Registry folder at the
engine root

* Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder

* Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder

* Updated the LyTestTools and C++ code to point that the new location of
the AssetProcessorPlatformConfig.setreg file inside of the Registry
folder

* Renamed Test AssetProcessor*Config.ini files to have the .setreg extension

* Converted the AssetProcessor test setreg files from ini format to json
format using the SerializeContextTools convert-ini command

* Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder

* Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames

* Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder

* Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available

* Updating the Install_common.cmake logic to copy any "Assets" folder to
the install layout.
The Script has also been updated to copy over the "Assets" folder in the
Engine Root to the install layout instead of an "EngineAssets" folder

* Updating References to EngineAssets source asset folder in code to be the Assets source folder

* Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders

* Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner

* Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root
Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test

Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the
output prefix, but instead place the source asset root into a
subdirectory

* Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory

* Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
2021-04-28 21:38:43 -05:00

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XML

<?xml version="1.0" encoding="UTF-8"?>
<CommandBar Class="CXTPRibbonBar" Customizable="1" Type="3" BarID="1" Title="The Ribbon" MRUWidth="32767" EnableAnimation="1" Closeable="0">
<Tabs>
<Tab Caption="&amp;Asset Browser" Id="ID_ASSET_BROWSER_RIBBON_TAB" >
<Groups>
<Group Caption="Databases" ControlGrouping="0" Id="ID_ASSET_BROWSER_DATABASES_RIBBON_GROUP">
<Controls>
<Control Id="ID_ASSET_BROWSER_DATABASE_REFRESH_DB_BUTTON" style="IconAndCaptionBelow" type="Button" Caption="Refresh" ToolTipText="Refresh the current asset database(s)" Icon="Editor/UI/Icons/AssetBrowserRefresh.png" />
<Control Id="ID_ASSET_BROWSER_DATABASE_CHECK_ALL_DB_BUTTON" style="Caption" type="Button" Caption="Check all" ToolTipText="Check all asset databases" />
<Control Id="ID_ASSET_BROWSER_DATABASE_UNCHECK_ALL_DB_BUTTON" style="Caption" type="Button" Caption="Uncheck all" ToolTipText="Uncheck all asset databases" />
</Controls>
</Group>
<Group Caption="View" ControlGrouping="0" Id="ID_ASSET_BROWSER_VIEW_RIBBON_GROUP">
<Controls>
<Control Id="ID_ASSET_BROWSER_THUMB_SIZE" style="Caption" type="ComboBox" Caption="Thumb size" ToolTipText="Select the current thumb size" />
</Controls>
</Group>
<Group Caption="Filtering" ControlGrouping="0" Id="ID_ASSET_BROWSER_FILTERS_RIBBON_GROUP">
<Controls>
<Control Id="ID_ASSET_BROWSER_EDIT_FILTER_PRESETS" style="IconAndCaptionBelow" type="Button" Caption="Edit presets..." ToolTipText="Edit the asset filter presets" Icon="Editor/UI/Icons/AssetBrowserFilterPresets.png"/>
<Control Id="ID_ASSET_BROWSER_FILTER_PRESETS" style="Caption" type="ComboBox" Caption="Preset:" ToolTipText="Filter the current selected databases by a preset" />
<Control Id="ID_ASSET_BROWSER_VIEW_TAGS" style="Caption" type="Edit" Caption="Selected Item Tags: " ToolTipText="The current selection's tags, separated by space" />
<Control Id="ID_ASSET_BROWSER_EDIT_TAGS" style="Caption" type="Button" Caption="Edit Tags..." ToolTipText="Edit the current selection's tags, separated by space" />
<Control Id="ID_ASSET_BROWSER_REFRESH_USED_IN_LEVEL" style="Caption" type="Button" Caption="Update used in level" ToolTipText="Check the level and see what assets are used" />
<Control Id="ID_ASSET_BROWSER_SHOW_USED_IN_LEVEL" style="Caption" type="CheckBox" Caption="Used in current level" ToolTipText="Add used-in-level condition to the filtering" />
<Control Id="ID_ASSET_BROWSER_SHOW_FAVOURITES" style="Caption" type="CheckBox" Caption="Only show favourites" ToolTipText="Filter and show only the favourite assets" />
<Control Id="ID_ASSET_BROWSER_HIDE_LODS" style="Caption" type="CheckBox" Caption="Hide LODs" ToolTipText="Hide the assets which have _lod in file name, for example CGF LODs" />
<Control Id="ID_ASSET_BROWSER_SHOW_USED_IN_VIEWPORT_SELECTION_BUTTON" style="IconAndCaptionBelow" type="Button" Caption="From viewport selection" ToolTipText="This will show the assets used by the current selected objects in the viewport" Icon="Editor/UI/Icons/AssetBrowserFromViewportSel.png" Separator="1" />
<Control Id="ID_ASSET_BROWSER_SELECT_IN_VIEWPORT_BUTTON" style="IconAndCaptionBelow" type="Button" Caption="Select in viewport" ToolTipText="This will select the objects/entities which are using the selected assets" Icon="Editor/UI/Icons/AssetBrowserSelectInViewport.png" />
<Control Id="ID_ASSET_BROWSER_CLEAR_VIEWPORT_FILTER" style="Caption" type="Button" Caption="Clear filter" ToolTipText="Clear filter from viewport selection" />
<!-- TODO:
<Control Id="ID_ASSET_BROWSER_AUTO_CHANGE_VIEWPORT_SELECTION" style="Caption" type="CheckBox" Caption="Auto change viewport selection" ToolTipText="When selection will change in the asset browser thumb view/list, the selection will also change in the viewport" />
<Control Id="ID_ASSET_BROWSER_AUTO_FILTER_FROM_VIEWPORT_SELECTION" style="Caption" type="CheckBox" Caption="Auto filter from viewport selection" ToolTipText="When selection will change in the viewport then the asset browser selection/filtering will also change" />
-->
</Controls>
</Group>
<Group Caption="Console" ControlGrouping="0">
<Controls>
<Control Id="ID_ASSET_BROWSER_CONSOLE_HOT_UPDATE" style="IconAndCaptionBelow" type="Button" Caption="Send selected to console" ToolTipText="Update the selected assets to the console" Icon="Editor/UI/Icons/AssetBrowserConsoleHotUpdate.png"/>
</Controls>
</Group>
</Groups>
</Tab>
<Tab Caption="&amp;Visual Budget System" Id="ID_ASSET_BROWSER_VISUAL_BUDGET_SYSTEM_RIBBON_TAB">
<Groups>
<Group Caption="View" ControlGrouping="0" Id="ID_VISUAL_BUDGET_VIEW_TAB_GROUP">
<Controls>
<Control Id="ID_VISUAL_BUDGET_UPDATE" style="IconAndCaptionBelow" type="Button" Caption="Update" ToolTipText="Update the Visual Budget System" Icon="Editor/UI/Icons/AssetBrowserRefresh.png"/>
<Control Id="ID_VISUAL_BUDGET_SHOW" style="IconAndCaptionBelow" type="Button" Caption="Display Sectors" ToolTipText="Display Visual Budget System" Icon="Editor/UI/Icons/VisualBudgetSystemShow.png"/>
<Control Id="ID_VISUAL_BUDGET_ANALYZE_SINGLE_SECTOR" style="IconAndCaptionBelow" type="Button" Caption="Analyze single sector" ToolTipText="Analyze single sector" Icon="Editor/UI/Icons/VisualBudgetSystemAnalyzeOne.png" />
<Control Id="ID_VISUAL_BUDGET_CELL_SIZE" style="Caption" type="ComboBox" Caption="Cell size" ToolTipText="Select the cell size" />
</Controls>
</Group>
<Group Caption="Display type" ControlGrouping="0">
<Controls>
<Control Id="ID_VISUAL_BUDGET_DISPLAY_LINES" style="Caption" type="RadioButton" Caption="Lines" ToolTipText="Display Visual Budget System using lines" />
<Control Id="ID_VISUAL_BUDGET_DISPLAY_BOXES" style="Caption" type="RadioButton" Caption="Boxes" ToolTipText="Display Visual Budget System using boxes " />
</Controls>
</Group>
<Group Caption="Resource type" ControlGrouping="0">
<Controls>
<Control Id="ID_VISUAL_BUDGET_RESTYPE_GEOMETRY" style="Caption" type="RadioButton" Caption="Geometry" ToolTipText="Analyze by geometry" />
<Control Id="ID_VISUAL_BUDGET_RESTYPE_TEXTURES" style="Caption" type="RadioButton" Caption="Texture" ToolTipText="Analyze by textures" />
<Control Id="ID_VISUAL_BUDGET_RESTYPE_ALL" style="Caption" type="RadioButton" Caption="Both" ToolTipText="Analyze by all resources" />
</Controls>
</Group>
<Group Caption="Accounted elements" ControlGrouping="0">
<Controls>
<Control Id="ID_VISUAL_BUDGET_ELEMENT_TERRAIN" style="Caption" type="CheckBox" Caption="Terrain" ToolTipText="Analyze terrain" />
<Control Id="ID_VISUAL_BUDGET_ELEMENT_BRUSHES" style="Caption" type="CheckBox" Caption="Brushes" ToolTipText="Analyze brushes" />
<Control Id="ID_VISUAL_BUDGET_ELEMENT_VEGETATION" style="Caption" type="CheckBox" Caption="Vegetation" ToolTipText="Analyze vegetation" />
<Control Id="ID_VISUAL_BUDGET_ELEMENT_ROADS" style="Caption" type="CheckBox" Caption="Roads" ToolTipText="Analyze roads" />
<Control Id="ID_VISUAL_BUDGET_ELEMENT_CLOUDS" style="Caption" type="CheckBox" Caption="Clouds" ToolTipText="Analyze clouds" />
<Control Id="ID_VISUAL_BUDGET_ELEMENT_ENTITIES" style="Caption" type="CheckBox" Caption="Entities" ToolTipText="Analyze entities" />
<Control Id="ID_VISUAL_BUDGET_ELEMENT_DECALS" style="Caption" type="CheckBox" Caption="Decals" ToolTipText="Analyze decals" />
<Control Id="ID_VISUAL_BUDGET_ELEMENT_MISC" style="Caption" type="CheckBox" Caption="Miscelaneous" ToolTipText="Analyze miscelaneous objects" />
</Controls>
</Group>
</Groups>
</Tab>
</Tabs>
</CommandBar>