Files
o3de/Code/Editor/Plugins/EditorAssetImporter/AssetImporterPlugin.cpp
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

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2021-07-16 15:42:37 -07:00

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/*
* 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
*
*/
#include <AssetImporterPlugin.h>
#include <AssetImporterWindow.h>
#include <QtViewPaneManager.h>
#include <SceneAPI/SceneCore/Events/AssetImportRequest.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
#include <LyViewPaneNames.h>
#include <AzToolsFramework/API/ToolsApplicationAPI.h>
AssetImporterPlugin* AssetImporterPlugin::s_instance;
AssetImporterPlugin::AssetImporterPlugin(IEditor* editor)
: m_editor(editor)
, m_toolName(LyViewPane::SceneSettings)
, m_assetBrowserContextProvider()
, m_sceneSerializationHandler()
{
s_instance = this;
m_sceneUIModule = LoadSceneLibrary("SceneUI", true);
m_sceneSerializationHandler.Activate();
AzToolsFramework::ViewPaneOptions opt;
opt.isPreview = true;
opt.showInMenu = false; // this view pane is used to display scene settings, but the user never opens it directly through the Tools menu
opt.saveKeyName = "Scene Settings (PREVIEW)"; // user settings for this pane were originally saved with PREVIEW, so ensure that's how they are loaded as well, even after the PREVIEW is removed from the name
AzToolsFramework::RegisterViewPane<AssetImporterWindow>(m_toolName.c_str(), LyViewPane::CategoryTools, opt);
AzToolsFramework::ToolsApplicationRequestBus::Broadcast(
&AzToolsFramework::ToolsApplicationRequests::CreateAndAddEntityFromComponentTags,
AZStd::vector<AZ::Crc32>({ AZ::SceneAPI::Events::AssetImportRequest::GetAssetImportRequestComponentTag() }), "AssetImportersEntity");
}
void AssetImporterPlugin::Release()
{
AzToolsFramework::UnregisterViewPane(m_toolName.c_str());
m_sceneSerializationHandler.Deactivate();
auto uninit = m_sceneUIModule->GetFunction<AZ::UninitializeDynamicModuleFunction>(AZ::UninitializeDynamicModuleFunctionName);
if (uninit)
{
(*uninit)();
}
m_sceneUIModule.reset();
}
AZStd::unique_ptr<AZ::DynamicModuleHandle> AssetImporterPlugin::LoadSceneLibrary(const char* name, bool explicitInit)
{
using ReflectFunc = void(*)(AZ::SerializeContext*);
AZStd::unique_ptr<AZ::DynamicModuleHandle> module = AZ::DynamicModuleHandle::Create(name);
if (module)
{
module->Load(false);
if (explicitInit)
{
// Explicitly initialize all modules. Because we're loading them twice (link time, and now-time), we need to explicitly uninit them.
auto init = module->GetFunction<AZ::InitializeDynamicModuleFunction>(AZ::InitializeDynamicModuleFunctionName);
if (init)
{
(*init)(AZ::Environment::GetInstance());
}
}
ReflectFunc reflect = module->GetFunction<ReflectFunc>("Reflect");
if (reflect)
{
(*reflect)(nullptr);
}
return module;
}
else
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Failed to initialize library '%s'", name);
return nullptr;
}
}
void AssetImporterPlugin::EditImportSettings(const AZStd::string& sourceFilePath)
{
const QtViewPane* assetImporterPane = GetIEditor()->OpenView(m_toolName.c_str());
if(!assetImporterPane)
{
return;
}
AssetImporterWindow* assetImporterWindow = qobject_cast<AssetImporterWindow*>(assetImporterPane->Widget());
if (!assetImporterWindow)
{
return;
}
assetImporterWindow->OpenFile(sourceFilePath);
}