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