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o3de/Code/Framework/AzToolsFramework/AzToolsFramework/ToolsComponents/GenericComponentWrapper.h

125 lines
4.6 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/Slice/SliceBus.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzFramework/Entity/EntityDebugDisplayBus.h>
#include <AzToolsFramework/ToolsComponents/EditorComponentBase.h>
namespace AzFramework
{
class EditorEntityEvents;
}
namespace AzToolsFramework
{
namespace Components
{
class GenericComponentWrapperDescriptor;
/**
* GenericComponentWrapper wraps around a component in the
* editor. It is used to add components without a specialized
* editor component to an entity.
*/
class GenericComponentWrapper
: public EditorComponentBase
, private AzFramework::EntityDebugDisplayEventBus::Handler
{
public:
AZ_CLASS_ALLOCATOR(GenericComponentWrapper, AZ::SystemAllocator, 0);
AZ_RTTI(GenericComponentWrapper, "{68D358CA-89B9-4730-8BA6-E181DEA28FDE}", EditorComponentBase);
static AZ::ComponentDescriptor* CreateDescriptor();
GenericComponentWrapper();
GenericComponentWrapper(const AZ::SerializeContext::ClassData* templateClassData);
GenericComponentWrapper(AZ::Component* templateClass);
~GenericComponentWrapper();
GenericComponentWrapper(const GenericComponentWrapper& RHS);
GenericComponentWrapper(GenericComponentWrapper&& RHS);
GenericComponentWrapper& operator=(const GenericComponentWrapper& RHS);
GenericComponentWrapper& operator=(GenericComponentWrapper&& RHS);
const char* GetDisplayName();
const char* GetDisplayDescription();
// AZ::Component
void Init() override;
void Activate() override;
void Deactivate() override;
const AZ::TypeId& GetUnderlyingComponentType() const override;
// AzFramework::DebugDisplayRequestBus
void DisplayEntityViewport(
const AzFramework::ViewportInfo& viewportInfo,
AzFramework::DebugDisplayRequests& debugDisplay) override;
void BuildGameEntity(AZ::Entity* gameEntity) override;
void SetPrimaryAsset(const AZ::Data::AssetId& assetId) override;
AZ::ComponentValidationResult ValidateComponentRequirements(
const AZ::ImmutableEntityVector& sliceEntities,
const AZStd::unordered_set<AZ::Crc32>& platformTags) const override;
AZ::Component* GetTemplate() const { return m_template; }
/// Forget about, and release ownership of, template component.
AZ::Component* ReleaseTemplate();
static void Reflect(AZ::ReflectContext* context);
protected:
AZ::Component* m_template = nullptr;
AzFramework::EditorEntityEvents* m_templateEvents = nullptr;
AZStd::string m_displayName;
AZStd::string m_displayDescription;
};
} // namespace Components
/// Returns the component's type ID.
/// If the component is a GenericComponentWrapper,
/// then the type ID of the wrapped component is returned.
const AZ::Uuid& GetUnderlyingComponentType(const AZ::Component& component);
/**
* Find the component of the specified type on an entity.
* This function is often used to find components that don't have editor-time counterparts and thus are wrapped in \ref GenericComponentWrapper.
* @param entity The pointer to an entity.
* @return A pointer to the component found on the entity. If multiple components are found the first one is returned.
*/
template <typename ComponentType>
ComponentType* FindWrappedComponentForEntity(const AZ::Entity* entity)
{
if (!entity)
{
return nullptr;
}
AZStd::vector<Components::GenericComponentWrapper*> genericComponentsArray = entity->FindComponents<Components::GenericComponentWrapper>();
if (genericComponentsArray.empty())
{
return nullptr;
}
for (Components::GenericComponentWrapper* genericComponent : genericComponentsArray)
{
auto componentType = GetUnderlyingComponentType(*genericComponent);
if (componentType == azrtti_typeid<ComponentType>())
{
return static_cast<ComponentType*>(genericComponent->GetTemplate());
}
}
return nullptr;
}
} // namespace AzToolsFramework