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55 lines
2.2 KiB
C++
55 lines
2.2 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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#include "DebugDraw_precompiled.h"
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/EditContext.h>
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#include "EditorDebugDrawComponentCommon.h"
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namespace DebugDraw
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{
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EditorDebugDrawComponentSettings::EditorDebugDrawComponentSettings()
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: m_visibleInGame(true)
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, m_visibleInEditor(true)
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{
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}
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void EditorDebugDrawComponentSettings::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<EditorDebugDrawComponentSettings>()
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->Version(0)
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->Field("VisibleInGame", &EditorDebugDrawComponentSettings::m_visibleInGame)
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->Field("VisibleInEditor", &EditorDebugDrawComponentSettings::m_visibleInEditor)
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;
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AZ::EditContext* editContext = serializeContext->GetEditContext();
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if (editContext)
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{
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editContext->Class<EditorDebugDrawComponentSettings>("DebugDraw Component Settings", "Common settings for DebugDraw components.")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::Category, "Debugging")
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->DataElement(0, &EditorDebugDrawComponentSettings::m_visibleInGame,
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"Visible In Game", "Whether this DebugDraw component is visible in game.")
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->DataElement(0, &EditorDebugDrawComponentSettings::m_visibleInEditor,
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"Visible In Editor", "Whether this DebugDraw component is visible in editor.")
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;
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}
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}
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}
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} // namespace DebugDraw
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