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o3de/Gems/EMotionFX/Code/Source/Editor/PropertyWidgets/ActorGoalNodeHandler.cpp

200 lines
6.7 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 <Editor/PropertyWidgets/ActorGoalNodeHandler.h>
#include <Editor/ActorEditorBus.h>
#include <EMotionFX/Source/Attachment.h>
#include <EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/EMStudioManager.h>
#include <EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/NodeSelectionWindow.h>
#include <Editor/AnimGraphEditorBus.h>
#include <QHBoxLayout>
#include <QMessageBox>
namespace EMotionFX
{
AZ_CLASS_ALLOCATOR_IMPL(ActorGoalNodePicker, EditorAllocator, 0)
AZ_CLASS_ALLOCATOR_IMPL(ActorGoalNodeHandler, EditorAllocator, 0)
ActorGoalNodePicker::ActorGoalNodePicker(QWidget* parent)
: QWidget(parent)
{
QHBoxLayout* hLayout = new QHBoxLayout();
hLayout->setMargin(0);
m_pickButton = new QPushButton(this);
connect(m_pickButton, &QPushButton::clicked, this, &ActorGoalNodePicker::OnPickClicked);
hLayout->addWidget(m_pickButton);
m_resetButton = new QPushButton(this);
EMStudio::EMStudioManager::MakeTransparentButton(m_resetButton, "Images/Icons/Clear.svg", "Reset selection");
connect(m_resetButton, &QPushButton::clicked, this, &ActorGoalNodePicker::OnResetClicked);
hLayout->addWidget(m_resetButton);
setLayout(hLayout);
}
void ActorGoalNodePicker::OnResetClicked()
{
if (m_goalNode.first.empty() && m_goalNode.second == 0)
{
return;
}
SetGoalNode(AZStd::make_pair(AZStd::string(), 0));
emit SelectionChanged();
}
void ActorGoalNodePicker::UpdateInterface()
{
if (m_goalNode.first.empty())
{
m_pickButton->setText("Select node");
m_resetButton->setVisible(false);
}
else
{
m_pickButton->setText(m_goalNode.first.c_str());
m_resetButton->setVisible(true);
}
}
void ActorGoalNodePicker::SetGoalNode(const AZStd::pair<AZStd::string, int>& goalNode)
{
m_goalNode = goalNode;
UpdateInterface();
}
AZStd::pair<AZStd::string, int> ActorGoalNodePicker::GetGoalNode() const
{
return m_goalNode;
}
void ActorGoalNodePicker::OnPickClicked()
{
EMotionFX::ActorInstance* actorInstance = nullptr;
ActorEditorRequestBus::BroadcastResult(actorInstance, &ActorEditorRequests::GetSelectedActorInstance);
if (!actorInstance)
{
QMessageBox::warning(this, "No Actor Instance", "Cannot open node selection window. No valid actor instance selected.");
return;
}
EMotionFX::Actor* actor = actorInstance->GetActor();
// Create and show the node picker window
EMStudio::NodeSelectionWindow nodeSelectionWindow(this, true);
nodeSelectionWindow.GetNodeHierarchyWidget()->SetSelectionMode(true);
CommandSystem::SelectionList prevSelection;
EMotionFX::Node* node = actor->GetSkeleton()->FindNodeByName(m_goalNode.first.c_str());
if (node)
{
prevSelection.AddNode(node);
}
MCore::Array<uint32> actorInstanceIDs;
// Add the current actor instance and all the ones it is attached to
EMotionFX::ActorInstance* currentInstance = actorInstance;
while (currentInstance)
{
actorInstanceIDs.Add(currentInstance->GetID());
EMotionFX::Attachment* attachment = currentInstance->GetSelfAttachment();
if (attachment)
{
currentInstance = attachment->GetAttachToActorInstance();
}
else
{
currentInstance = nullptr;
}
}
nodeSelectionWindow.Update(actorInstanceIDs, &prevSelection);
nodeSelectionWindow.setModal(true);
if (nodeSelectionWindow.exec() != QDialog::Rejected)
{
AZStd::vector<SelectionItem>& newSelection = nodeSelectionWindow.GetNodeHierarchyWidget()->GetSelectedItems();
if (newSelection.size() == 1)
{
AZStd::string selectedNodeName = newSelection[0].GetNodeName();
AZ::u32 selectedActorInstanceId = newSelection[0].mActorInstanceID;
uint32 parentDepth = actorInstanceIDs.Find(selectedActorInstanceId);
AZ_Assert(parentDepth != MCORE_INVALIDINDEX32, "Cannot get parent depth. The selected actor instance was not shown in the selection window.");
m_goalNode = AZStd::make_pair<AZStd::string, int>(selectedNodeName, parentDepth);
UpdateInterface();
emit SelectionChanged();
}
}
}
//---------------------------------------------------------------------------------------------------------------------------------------------------------
AZ::u32 ActorGoalNodeHandler::GetHandlerName() const
{
return AZ_CRC("ActorGoalNode", 0xaf1e8a3a);
}
QWidget* ActorGoalNodeHandler::CreateGUI(QWidget* parent)
{
ActorGoalNodePicker* picker = aznew ActorGoalNodePicker(parent);
connect(picker, &ActorGoalNodePicker::SelectionChanged, this, [picker]()
{
EBUS_EVENT(AzToolsFramework::PropertyEditorGUIMessages::Bus, RequestWrite, picker);
});
return picker;
}
void ActorGoalNodeHandler::ConsumeAttribute(ActorGoalNodePicker* GUI, AZ::u32 attrib, AzToolsFramework::PropertyAttributeReader* attrValue, [[maybe_unused]] const char* debugName)
{
if (attrib == AZ::Edit::Attributes::ReadOnly)
{
bool value;
if (attrValue->Read<bool>(value))
{
GUI->setEnabled(!value);
}
}
}
void ActorGoalNodeHandler::WriteGUIValuesIntoProperty([[maybe_unused]] size_t index, ActorGoalNodePicker* GUI, property_t& instance, [[maybe_unused]] AzToolsFramework::InstanceDataNode* node)
{
instance = GUI->GetGoalNode();
}
bool ActorGoalNodeHandler::ReadValuesIntoGUI([[maybe_unused]] size_t index, ActorGoalNodePicker* GUI, const property_t& instance, [[maybe_unused]] AzToolsFramework::InstanceDataNode* node)
{
QSignalBlocker signalBlocker(GUI);
GUI->SetGoalNode(instance);
return true;
}
} // namespace EMotionFX
#include <Source/Editor/PropertyWidgets/moc_ActorGoalNodeHandler.cpp>