84 lines
3.7 KiB
C++
84 lines
3.7 KiB
C++
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/*
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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/AssetCommon.h>
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#include <AzCore/Asset/AssetManagerBus.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/containers/unordered_map.h>
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#include <AzCore/std/smart_ptr/shared_ptr.h>
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namespace AzFramework
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{
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/**
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* Data storage for asset registry.
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* Maintained separate to facilitate easy serialization to/from disk.
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*/
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class AssetRegistry
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{
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friend class AssetCatalog;
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public:
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AZ_TYPE_INFO(AssetRegistry, "{5DBC20D9-7143-48B3-ADEE-CCBD2FA6D443}");
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AZ_CLASS_ALLOCATOR(AssetRegistry, AZ::SystemAllocator, 0);
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AssetRegistry() = default;
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void RegisterAsset(AZ::Data::AssetId id, const AZ::Data::AssetInfo& assetInfo);
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void UnregisterAsset(AZ::Data::AssetId id);
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void RegisterLegacyAssetMapping(const AZ::Data::AssetId& legacyId, const AZ::Data::AssetId& newId);
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void UnregisterLegacyAssetMapping(const AZ::Data::AssetId& legacyId);
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void SetAssetDependencies(const AZ::Data::AssetId& id, const AZStd::vector<AZ::Data::ProductDependency>& dependencies);
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void RegisterAssetDependency(const AZ::Data::AssetId& id, const AZ::Data::ProductDependency& dependency);
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AZStd::vector<AZ::Data::ProductDependency> GetAssetDependencies(const AZ::Data::AssetId& id);
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//! LEGACY - do not use in new code unless interfacing with legacy systems.
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//! All new systems should be referring to assets by ID/Type only and should not need to look up by path/
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AZ::Data::AssetId GetAssetIdByPath(const char* assetPath) const;
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using AssetIdToInfoMap = AZStd::unordered_map < AZ::Data::AssetId, AZ::Data::AssetInfo >;
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AssetIdToInfoMap m_assetIdToInfo;
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AZStd::unordered_map<AZ::Data::AssetId, AZStd::vector<AZ::Data::ProductDependency>> m_assetDependencies;
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void Clear();
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// see if the asset ID has been remapped to a new Id:
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AZ::Data::AssetId GetAssetIdByLegacyAssetId(const AZ::Data::AssetId& legacyAssetId) const;
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using LegacyAssetIdToRealAssetIdMap = AZStd::unordered_map<AZ::Data::AssetId, AZ::Data::AssetId>;
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LegacyAssetIdToRealAssetIdMap GetLegacyMappingSubsetFromRealIds(const AZStd::vector<AZ::Data::AssetId>& realIds) const;
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static void ReflectSerialize(AZ::SerializeContext* serializeContext);
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private:
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// Add another registry to our existing registry data. Intended to be called by AssetCatalog::AddDeltaCatalog
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void AddRegistry(AZStd::shared_ptr<AssetRegistry> assetRegistry);
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// use these only through the legacy getters/setters above.
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using AssetPathToIdMap = AZStd::unordered_map < AZ::Uuid, AZ::Data::AssetId >;
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AssetPathToIdMap m_assetPathToId; // for legacy lookups only
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LegacyAssetIdToRealAssetIdMap m_legacyAssetIdToRealAssetId; // for when we change the UUID-creation scheme
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//! LEGACY - do not use in new code unless interfacing with legacy systems.
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//! given an assetPath and AssetID, this stores it in the registry to use with the above GetAssetIdByPath function.
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//! Called automatically by RegisterAsset.
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void SetAssetIdByPath(const char* assetPath, const AZ::Data::AssetId& id);
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};
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} // namespace AzFramework
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