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o3de/Gems/Blast/Code/Source/Editor/EditorBlastSliceAssetHandler.h

106 lines
3.9 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.
*
*/
#pragma once
#include <Asset/BlastSliceAsset.h>
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Asset/AssetTypeInfoBus.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzToolsFramework/ToolsComponents/EditorComponentBase.h>
namespace Blast
{
//! Used to create store asset references (i.e. ids) to fill out the EditorBlastMeshDataComponent
class BlastSliceAssetStorageComponent final : public AzToolsFramework::Components::EditorComponentBase
{
public:
AZ_COMPONENT(
BlastSliceAssetStorageComponent, "{696C7E62-1EA4-41E2-B4F6-7BD0D30888DC}",
AzToolsFramework::Components::EditorComponentBase);
~BlastSliceAssetStorageComponent() override = default;
static void Reflect(AZ::ReflectContext* context);
const AZStd::vector<AZ::Data::AssetId>& GetMeshData() const
{
return m_meshAssetIdList;
}
void SetMeshData(const AZStd::vector<AZ::Data::AssetId>& meshAssetIdList)
{
m_meshAssetIdList = meshAssetIdList;
}
const AZStd::vector<AZStd::string>& GetMeshPathList() const
{
return m_meshAssetPathList;
}
void SetMeshPathList(const AZStd::vector<AZStd::string>& meshAssetPathList)
{
m_meshAssetPathList = meshAssetPathList;
}
private:
// AZ::Component interface implementation
void Activate() override {}
void Deactivate() override {}
// EditorComponentBase
void BuildGameEntity([[maybe_unused]] AZ::Entity* gameEntity) override {}
// Script API
bool GenerateAssetInfo(
const AZStd::vector<AZStd::string>& chunkNames,
AZStd::string_view blastFilename,
AZStd::string_view assetinfoFilename);
bool WriteMaterialFile(
AZStd::string_view materialGroupName,
const AZStd::vector<AZStd::string>& materialNames,
AZStd::string_view materialFilename);
AZStd::vector<AZ::Data::AssetId> m_meshAssetIdList;
AZStd::vector<AZStd::string> m_meshAssetPathList;
};
class EditorBlastSliceAssetHandler final
: public AZ::Data::AssetHandler
, public AZ::AssetTypeInfoBus::Handler
{
public:
AZ_CLASS_ALLOCATOR(EditorBlastSliceAssetHandler, AZ::SystemAllocator, 0);
~EditorBlastSliceAssetHandler() override;
// AZ::Data::AssetHandler
AZ::Data::AssetPtr CreateAsset(const AZ::Data::AssetId& id, const AZ::Data::AssetType& type) override;
LoadResult LoadAssetData(
const AZ::Data::Asset<AZ::Data::AssetData>& asset, AZStd::shared_ptr<AZ::Data::AssetDataStream> stream,
const AZ::Data::AssetFilterCB& assetLoadFilterCB) override;
void DestroyAsset(AZ::Data::AssetPtr ptr) override;
void GetHandledAssetTypes(AZStd::vector<AZ::Data::AssetType>& assetTypes) override;
// AZ::AssetTypeInfoBus::Handler
AZ::Data::AssetType GetAssetType() const override;
const char* GetAssetTypeDisplayName() const override;
const char* GetGroup() const override;
const char* GetBrowserIcon() const override;
void GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions) override;
void Register();
void Unregister();
};
} // namespace Blast