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o3de/Gems/ScriptCanvas/Code/Editor/Include/ScriptCanvas/Assets/ScriptCanvasAssetHandler.h
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2021-03-25 13:57:57 -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
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Asset/AssetTypeInfoBus.h>
#include <AzCore/Serialization/ObjectStream.h>
#include <ScriptCanvas/Assets/ScriptCanvasAsset.h>
namespace AZ
{
class SerializeContext;
}
namespace ScriptCanvasEditor
{
/**
* Manages editor Script Canvas graph assets.
*/
class ScriptCanvasAssetHandler
: public AZ::Data::AssetHandler
, protected AZ::AssetTypeInfoBus::MultiHandler
{
public:
AZ_CLASS_ALLOCATOR(ScriptCanvasAssetHandler, AZ::SystemAllocator, 0);
AZ_RTTI(ScriptCanvasAssetHandler, "{098B86B2-2527-4155-84C9-A698A0D20068}", AZ::Data::AssetHandler);
ScriptCanvasAssetHandler(AZ::SerializeContext* context = nullptr);
~ScriptCanvasAssetHandler();
// Called by the asset database to create a new asset.
AZ::Data::AssetPtr CreateAsset(const AZ::Data::AssetId& id, const AZ::Data::AssetType& type) override;
// Override the stream info to force source assets to load into the Editor instead of cached, processed assets.
void GetCustomAssetStreamInfoForLoad(AZ::Data::AssetStreamInfo& streamInfo) override;
// Called by the asset database to perform actual asset load.
AZ::Data::AssetHandler::LoadResult LoadAssetData(
const AZ::Data::Asset<AZ::Data::AssetData>& asset,
AZStd::shared_ptr<AZ::Data::AssetDataStream> stream,
const AZ::Data::AssetFilterCB& assetLoadFilterCB) override;
// Called by the asset database to perform actual asset save. Returns true if successful otherwise false (default - as we don't require support save).
bool SaveAssetData(const AZ::Data::Asset<AZ::Data::AssetData>& asset, AZ::IO::GenericStream* stream) override;
bool SaveAssetData(const ScriptCanvasAsset* assetData, AZ::IO::GenericStream* stream);
bool SaveAssetData(const ScriptCanvasAsset* assetData, AZ::IO::GenericStream* stream , AZ::DataStream::StreamType streamType);
// Called by the asset database when an asset should be deleted.
void DestroyAsset(AZ::Data::AssetPtr ptr) override;
// Called by asset database on registration.
void GetHandledAssetTypes(AZStd::vector<AZ::Data::AssetType>& assetTypes) override;
// Provides editor with information about script canvas graph assets.
AZ::Data::AssetType GetAssetType() const override;
const char* GetAssetTypeDisplayName() const override;
void GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions) override;
AZ::Uuid GetComponentTypeId() const override;
AZ::SerializeContext* GetSerializeContext() const;
void SetSerializeContext(AZ::SerializeContext* context);
static AZ::Data::AssetType GetAssetTypeStatic();
// protected AZ::AssetTypeInfoBus::MultiHandler...
const char* GetGroup() const override;
const char* GetBrowserIcon() const override;
protected:
AZ::SerializeContext* m_serializeContext;
};
}