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o3de/Code/Editor/MainWindow.cpp

1960 lines
67 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
*
*/
#include "EditorDefs.h"
#include "MainWindow.h"
#include <algorithm>
// AWs Native SDK
AZ_PUSH_DISABLE_WARNING(4251 4355 4996, "-Wunknown-warning-option")
#include <aws/core/auth/AWSCredentialsProvider.h>
AZ_POP_DISABLE_WARNING
// Qt
#include <QMenuBar>
#include <QDebug>
#include <QMessageBox>
#include <QInputDialog>
#include <QHBoxLayout>
#ifdef Q_OS_WIN
#include <QAbstractEventDispatcher>
#endif
// AzCore
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzCore/Component/ComponentApplication.h>
#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/Utils/Utils.h>
// AzFramework
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/Asset/AssetSystemBus.h>
#include <AzFramework/Input/Devices/Mouse/InputDeviceMouse.h>
#include <AzFramework/Network/SocketConnection.h>
#include <AzFramework/Asset/AssetSystemComponent.h>
// AzToolsFramework
#include <AzToolsFramework/Application/Ticker.h>
#include <AzToolsFramework/API/EditorWindowRequestBus.h>
#include <AzToolsFramework/API/EditorAnimationSystemRequestBus.h>
#include <AzToolsFramework/SourceControl/QtSourceControlNotificationHandler.h>
#include <AzToolsFramework/PythonTerminal/ScriptTermDialog.h>
// AzQtComponents
#include <AzQtComponents/Buses/ShortcutDispatch.h>
#include <AzQtComponents/Components/DockMainWindow.h>
#include <AzQtComponents/Components/Widgets/SpinBox.h>
#include <AzQtComponents/Components/Style.h>
#include <AzQtComponents/Components/WindowDecorationWrapper.h>
#include <AzQtComponents/DragAndDrop/MainWindowDragAndDrop.h>
// Editor
#include "Resource.h"
#include "Core/LevelEditorMenuHandler.h"
#include "ShortcutDispatcher.h"
#include "LayoutWnd.h"
#include "AssetImporter/AssetImporterManager/AssetImporterManager.h"
#include "AssetImporter/AssetImporterManager/AssetImporterDragAndDropHandler.h"
#include "CryEdit.h"
#include "Controls/ConsoleSCB.h"
#include "ViewManager.h"
#include "CryEditDoc.h"
#include "ToolBox.h"
#include "LevelIndependentFileMan.h"
#include "GameEngine.h"
#include "MainStatusBar.h"
#include "ToolbarCustomizationDialog.h"
#include "ToolbarManager.h"
#include "Core/QtEditorApplication.h"
#include "UndoDropDown.h"
#include "CVarMenu.h"
#include "EditorViewportSettings.h"
#include "KeyboardCustomizationSettings.h"
#include "CustomizeKeyboardDialog.h"
#include "QtViewPaneManager.h"
#include "ViewPane.h"
#include "Include/IObjectManager.h"
#include "Include/Command.h"
#include "Commands/CommandManager.h"
#include "SettingsManagerDialog.h"
#include "TrackView/TrackViewDialog.h"
#include "ErrorReportDialog.h"
#include "Dialogs/PythonScriptsDialog.h"
#include "AzAssetBrowser/AzAssetBrowserWindow.h"
#include "AssetEditor/AssetEditorWindow.h"
#include "ActionManager.h"
#include <ImGuiBus.h>
using namespace AZ;
using namespace AzQtComponents;
using namespace AzToolsFramework;
#define LAYOUTS_PATH "Editor\\Layouts\\"
#define LAYOUTS_EXTENSION ".layout"
#define LAYOUTS_WILDCARD "*.layout"
#define DUMMY_LAYOUT_NAME "Dummy_Layout"
static const char* g_openViewPaneEventName = "OpenViewPaneEvent"; //Sent when users open view panes;
static const char* g_viewPaneAttributeName = "ViewPaneName"; //Name of the current view pane
static const char* g_openLocationAttributeName = "OpenLocation"; //Indicates where the current view pane is opened from
static const char* g_assetImporterName = "AssetImporter";
class CEditorOpenViewCommand
: public _i_reference_target_t
{
QString m_className;
public:
CEditorOpenViewCommand(IEditor* pEditor, const QString& className)
: m_pEditor(pEditor)
, m_className(className)
{
assert(m_pEditor);
}
void Execute()
{
// Create browse mode for this category.
m_pEditor->OpenView(m_className);
}
private:
IEditor* m_pEditor;
};
namespace
{
// The purpose of this vector is just holding shared pointers, so CEditorOpenViewCommand dtors are called at exit
std::vector<_smart_ptr<CEditorOpenViewCommand> > s_openViewCmds;
}
class EngineConnectionListener
: public AzFramework::EngineConnectionEvents::Bus::Handler
, public AzFramework::AssetSystemInfoBus::Handler
{
public:
using EConnectionState = AzFramework::SocketConnection::EConnectionState;
public:
EngineConnectionListener()
: m_state(EConnectionState::Disconnected)
{
AzFramework::EngineConnectionEvents::Bus::Handler::BusConnect();
AzFramework::AssetSystemInfoBus::Handler::BusConnect();
AzFramework::SocketConnection* engineConnection = AzFramework::SocketConnection::GetInstance();
if (engineConnection)
{
m_state = engineConnection->GetConnectionState();
}
}
~EngineConnectionListener()
{
AzFramework::AssetSystemInfoBus::Handler::BusDisconnect();
AzFramework::EngineConnectionEvents::Bus::Handler::BusDisconnect();
}
public:
virtual void Connected([[maybe_unused]] AzFramework::SocketConnection* connection)
{
m_state = EConnectionState::Connected;
}
virtual void Connecting([[maybe_unused]] AzFramework::SocketConnection* connection)
{
m_state = EConnectionState::Connecting;
}
virtual void Listening([[maybe_unused]] AzFramework::SocketConnection* connection)
{
m_state = EConnectionState::Listening;
}
virtual void Disconnecting([[maybe_unused]] AzFramework::SocketConnection* connection)
{
m_state = EConnectionState::Disconnecting;
}
virtual void Disconnected([[maybe_unused]] AzFramework::SocketConnection* connection)
{
m_state = EConnectionState::Disconnected;
}
virtual void AssetCompilationSuccess(const AZStd::string& assetPath) override
{
m_lastAssetProcessorTask = assetPath;
}
virtual void AssetCompilationFailed(const AZStd::string& assetPath) override
{
m_failedJobs.insert(assetPath);
}
virtual void CountOfAssetsInQueue(const int& count) override
{
m_pendingJobsCount = count;
}
int GetJobsCount() const
{
return m_pendingJobsCount;
}
AZStd::set<AZStd::string> FailedJobsList() const
{
return m_failedJobs;
}
AZStd::string LastAssetProcessorTask() const
{
return m_lastAssetProcessorTask;
}
public:
EConnectionState GetState() const
{
return m_state;
}
private:
EConnectionState m_state;
int m_pendingJobsCount = 0;
AZStd::set<AZStd::string> m_failedJobs;
AZStd::string m_lastAssetProcessorTask;
};
namespace
{
void PyOpenViewPane(const char* viewClassName)
{
QtViewPaneManager::instance()->OpenPane(viewClassName);
}
void PyCloseViewPane(const char* viewClassName)
{
QtViewPaneManager::instance()->ClosePane(viewClassName);
}
bool PyIsViewPaneVisible(const char* viewClassName)
{
return QtViewPaneManager::instance()->IsVisible(viewClassName);
}
AZStd::vector<AZStd::string> PyGetViewPaneNames()
{
const QtViewPanes panes = QtViewPaneManager::instance()->GetRegisteredPanes();
AZStd::vector<AZStd::string> names;
names.reserve(panes.size());
AZStd::transform(panes.begin(), panes.end(), AZStd::back_inserter(names), [](const QtViewPane& pane)
{
return AZStd::string(pane.m_name.toUtf8().constData());
});
return names;
}
void PyExit()
{
// Adding a single-shot QTimer to PyExit delays the QApplication::closeAllWindows call until
// all the events in the event queue have been processed. Calling QApplication::closeAllWindows instead
// of MainWindow::close ensures the Metal render window is cleaned up on macOS.
QTimer::singleShot(0, qApp, &QApplication::closeAllWindows);
}
void PyExitNoPrompt()
{
// Set the level to "unmodified" so that it doesn't prompt to save on exit.
GetIEditor()->GetDocument()->SetModifiedFlag(false);
PyExit();
}
void PyTestOutput(const AZStd::string& output)
{
CCryEditApp::instance()->PrintAlways(output);
}
}
/////////////////////////////////////////////////////////////////////////////
// MainWindow
/////////////////////////////////////////////////////////////////////////////
MainWindow* MainWindow::m_instance = nullptr;
MainWindow::MainWindow(QWidget* parent)
: QMainWindow(parent)
, m_oldMainFrame(nullptr)
, m_viewPaneManager(QtViewPaneManager::instance())
, m_shortcutDispatcher(new ShortcutDispatcher(this))
, m_actionManager(new ActionManager(this, QtViewPaneManager::instance(), m_shortcutDispatcher))
, m_undoStateAdapter(new UndoStackStateAdapter(this))
, m_keyboardCustomization(nullptr)
, m_activeView(nullptr)
, m_settings("O3DE", "O3DE")
, m_toolbarManager(new ToolbarManager(m_actionManager, this))
, m_assetImporterManager(new AssetImporterManager(this))
, m_levelEditorMenuHandler(new LevelEditorMenuHandler(this, m_viewPaneManager, m_settings))
, m_sourceControlNotifHandler(new AzToolsFramework::QtSourceControlNotificationHandler(this))
, m_viewPaneHost(nullptr)
, m_autoSaveTimer(nullptr)
, m_autoRemindTimer(nullptr)
, m_backgroundUpdateTimer(nullptr)
, m_connectionLostTimer(new QTimer(this))
{
setObjectName("MainWindow"); // For IEditor::GetEditorMainWindow to work in plugins, where we can't link against MainWindow::instance()
m_instance = this;
//for new docking, create a DockMainWindow to host dock widgets so we can call QMainWindow::restoreState to restore docks without affecting our main toolbars.
m_viewPaneHost = new AzQtComponents::DockMainWindow();
m_viewPaneHost->setDockOptions(QMainWindow::GroupedDragging | QMainWindow::AllowNestedDocks | QMainWindow::AllowTabbedDocks);
m_connectionListener = AZStd::make_shared<EngineConnectionListener>();
QObject::connect(m_connectionLostTimer, &QTimer::timeout, this, &MainWindow::ShowConnectionDisconnectedDialog);
setStatusBar(new MainStatusBar(this));
setAttribute(Qt::WA_DeleteOnClose, true);
connect(m_viewPaneManager, &QtViewPaneManager::viewPaneCreated, this, &MainWindow::OnViewPaneCreated);
GetIEditor()->RegisterNotifyListener(this);
AssetImporterDragAndDropHandler* assetImporterDragAndDropHandler = new AssetImporterDragAndDropHandler(this, m_assetImporterManager);
connect(assetImporterDragAndDropHandler, &AssetImporterDragAndDropHandler::OpenAssetImporterManager, this, &MainWindow::OnOpenAssetImporterManager);
connect(m_levelEditorMenuHandler, &LevelEditorMenuHandler::ActivateAssetImporter, this, [this]() {
m_assetImporterManager->Exec();
});
setFocusPolicy(Qt::StrongFocus);
setAcceptDrops(true);
// special handling for escape key (outside ActionManager)
auto* escapeAction = new QAction(this);
escapeAction->setShortcut(QKeySequence(Qt::Key_Escape));
addAction(escapeAction);
connect(escapeAction, &QAction::triggered, this, &MainWindow::OnEscapeAction);
const QSize minSize(800, 600);
if (size().height() < minSize.height() || size().width() < minSize.width())
{
resize(size().expandedTo(minSize));
}
}
void MainWindow::SystemTick()
{
AZ::ComponentApplication* componentApplication = nullptr;
EBUS_EVENT_RESULT(componentApplication, AZ::ComponentApplicationBus, GetApplication);
if (componentApplication)
{
componentApplication->TickSystem();
}
}
#ifdef Q_OS_WIN
HWND MainWindow::GetNativeHandle()
{
// if the parent widget is set, it's a window decoration wrapper
// we use that instead, to ensure we're in lock step the code in CryEdit.cpp when it calls
// InitGameSystem
if (parentWidget() != nullptr)
{
assert(qobject_cast<AzQtComponents::WindowDecorationWrapper*>(parentWidget()));
return QtUtil::getNativeHandle(parentWidget());
}
return QtUtil::getNativeHandle(this);
}
#endif // #ifdef Q_OS_WIN
void MainWindow::OnOpenAssetImporterManager(const QStringList& dragAndDropFileList)
{
m_assetImporterManager->Exec(dragAndDropFileList);
}
CLayoutWnd* MainWindow::GetLayout() const
{
return m_pLayoutWnd;
}
CLayoutViewPane* MainWindow::GetActiveView() const
{
return m_activeView;
}
QtViewport* MainWindow::GetActiveViewport() const
{
return m_activeView ? qobject_cast<QtViewport*>(m_activeView->GetViewport()) : nullptr;
}
void MainWindow::SetActiveView(CLayoutViewPane* v)
{
m_activeView = v;
}
MainWindow::~MainWindow()
{
AzToolsFramework::SourceControlNotificationBus::Handler::BusDisconnect();
delete m_toolbarManager;
m_connectionListener.reset();
GetIEditor()->UnregisterNotifyListener(this);
// tear down the ActionOverride (clear the overrideWidget's parent)
ActionOverrideRequestBus::Event(
GetEntityContextId(), &ActionOverrideRequests::TeardownActionOverrideHandler);
m_instance = nullptr;
}
void MainWindow::InitCentralWidget()
{
m_pLayoutWnd = new CLayoutWnd(&m_settings);
// Set the central widgets before calling CreateLayout to avoid reparenting everything later
setCentralWidget(m_viewPaneHost);
m_viewPaneHost->setCentralWidget(m_pLayoutWnd);
if (MainWindow::instance()->IsPreview())
{
m_pLayoutWnd->CreateLayout(ET_Layout0, true, ET_ViewportModel);
}
else
{
if (!m_pLayoutWnd->LoadConfig())
{
m_pLayoutWnd->CreateLayout(ET_Layout0);
}
}
// make sure the layout wnd knows to reset it's layout and settings
connect(m_viewPaneManager, &QtViewPaneManager::layoutReset, m_pLayoutWnd, &CLayoutWnd::ResetLayout);
EBUS_EVENT(AzToolsFramework::EditorEvents::Bus, NotifyCentralWidgetInitialized);
}
void MainWindow::Initialize()
{
m_viewPaneManager->SetMainWindow(m_viewPaneHost, &m_settings, /*unused*/ QByteArray());
RegisterStdViewClasses();
InitCentralWidget();
InitActions();
// load toolbars ("shelves") and macros
GetIEditor()->GetToolBoxManager()->Load(m_actionManager);
InitToolActionHandlers();
// Initialize toolbars before we setup the menu so that any tools can be added to the toolbar as needed
InitToolBars();
m_levelEditorMenuHandler->Initialize();
InitStatusBar();
AzToolsFramework::SourceControlNotificationBus::Handler::BusConnect();
m_sourceControlNotifHandler->Init();
m_keyboardCustomization = new KeyboardCustomizationSettings(QStringLiteral("Main Window"), this);
if (!IsPreview())
{
RegisterOpenWndCommands();
}
ResetBackgroundUpdateTimer();
ICVar* pBackgroundUpdatePeriod = gEnv->pConsole->GetCVar("ed_backgroundUpdatePeriod");
if (pBackgroundUpdatePeriod)
{
pBackgroundUpdatePeriod->SetOnChangeCallback([](ICVar*) {
MainWindow::instance()->ResetBackgroundUpdateTimer();
});
}
// setup the ActionOverride (set overrideWidgets parent to be the MainWindow)
ActionOverrideRequestBus::Event(
GetEntityContextId(), &ActionOverrideRequests::SetupActionOverrideHandler, this);
if (auto imGuiManager = AZ::Interface<ImGui::IImGuiManager>::Get())
{
auto handleImGuiStateChangeFn = [](bool enabled)
{
EditorWindowUIRequestBus::Broadcast(&EditorWindowUIRequests::SetEditorUiEnabled, enabled);
};
m_handleImGuiStateChangeHandler = ImGui::IImGuiManager::ImGuiSetEnabledEvent::Handler(handleImGuiStateChangeFn);
imGuiManager->ConnectImGuiSetEnabledChangedHandler(m_handleImGuiStateChangeHandler);
}
AzToolsFramework::EditorEventsBus::Broadcast(&AzToolsFramework::EditorEvents::NotifyMainWindowInitialized, this);
}
void MainWindow::InitStatusBar()
{
StatusBar()->Init();
connect(qobject_cast<StatusBarItem*>(StatusBar()->GetItem("connection")), &StatusBarItem::clicked, this, &MainWindow::OnConnectionStatusClicked);
connect(StatusBar(), &MainStatusBar::requestStatusUpdate, this, &MainWindow::OnUpdateConnectionStatus);
}
CMainFrame* MainWindow::GetOldMainFrame() const
{
return m_oldMainFrame;
}
MainWindow* MainWindow::instance()
{
return m_instance;
}
void MainWindow::closeEvent(QCloseEvent* event)
{
gSettings.Save();
AzFramework::SystemCursorState currentCursorState;
bool isInGameMode = false;
if (GetIEditor()->IsInGameMode())
{
isInGameMode = true;
// Storecurrent state in case we need to restore Game Mode.
AzFramework::InputSystemCursorRequestBus::EventResult(currentCursorState, AzFramework::InputDeviceMouse::Id,
&AzFramework::InputSystemCursorRequests::GetSystemCursorState);
// make sure the mouse is turned on before popping up any dialog boxes.
AzFramework::InputSystemCursorRequestBus::Event(AzFramework::InputDeviceMouse::Id,
&AzFramework::InputSystemCursorRequests::SetSystemCursorState,
AzFramework::SystemCursorState::UnconstrainedAndVisible);
}
if (GetIEditor()->GetDocument() && !GetIEditor()->GetDocument()->CanCloseFrame())
{
if (isInGameMode)
{
// make sure the mouse is turned back off if returning to the game.
AzFramework::InputSystemCursorRequestBus::Event(AzFramework::InputDeviceMouse::Id,
&AzFramework::InputSystemCursorRequests::SetSystemCursorState,
currentCursorState);
}
event->ignore();
return;
}
KeyboardCustomizationSettings::EnableShortcutsGlobally(true);
SaveConfig();
// Some of the panes may ask for confirmation to save changes before closing.
if (!QtViewPaneManager::instance()->ClosePanesWithRollback(QVector<QString>()) ||
!GetIEditor() ||
!GetIEditor()->GetLevelIndependentFileMan()->PromptChangedFiles())
{
if (isInGameMode)
{
// make sure the mouse is turned back off if returning to the game.
AzFramework::InputSystemCursorRequestBus::Event(AzFramework::InputDeviceMouse::Id,
&AzFramework::InputSystemCursorRequests::SetSystemCursorState,
currentCursorState);
}
event->ignore();
return;
}
Editor::EditorQtApplication::instance()->EnableOnIdle(false);
if (GetIEditor()->GetDocument())
{
GetIEditor()->GetDocument()->SetModifiedFlag(FALSE);
GetIEditor()->GetDocument()->SetModifiedModules(eModifiedNothing);
}
// Close all edit panels.
GetIEditor()->ClearSelection();
GetIEditor()->GetObjectManager()->EndEditParams();
// force clean up of all deferred deletes, so that we don't have any issues with windows from plugins not being deleted yet
qApp->sendPostedEvents(0, QEvent::DeferredDelete);
QMainWindow::closeEvent(event);
}
void MainWindow::SaveConfig()
{
m_settings.setValue("mainWindowState", saveState());
QtViewPaneManager::instance()->SaveLayout();
if (m_pLayoutWnd)
{
m_pLayoutWnd->SaveConfig();
}
GetIEditor()->GetToolBoxManager()->Save();
}
void MainWindow::ShowKeyboardCustomization()
{
CustomizeKeyboardDialog dialog(*m_keyboardCustomization, this);
dialog.exec();
}
void MainWindow::ExportKeyboardShortcuts()
{
KeyboardCustomizationSettings::ExportToFile(this);
}
void MainWindow::ImportKeyboardShortcuts()
{
KeyboardCustomizationSettings::ImportFromFile(this);
KeyboardCustomizationSettings::SaveGlobally();
}
void MainWindow::InitActions()
{
auto am = m_actionManager;
auto cryEdit = CCryEditApp::instance();
cryEdit->RegisterActionHandlers();
am->AddAction(ID_TOOLBAR_SEPARATOR, QString());
am->AddAction(ID_TOOLBAR_WIDGET_UNDO, QString());
am->AddAction(ID_TOOLBAR_WIDGET_REDO, QString());
am->AddAction(ID_TOOLBAR_WIDGET_SNAP_ANGLE, QString());
am->AddAction(ID_TOOLBAR_WIDGET_SNAP_GRID, QString());
am->AddAction(ID_TOOLBAR_WIDGET_SPACER_RIGHT, QString());
// File actions
am->AddAction(ID_FILE_NEW, tr("New Level"))
.SetShortcut(tr("Ctrl+N"))
.Connect(&QAction::triggered, [cryEdit]()
{
cryEdit->OnCreateLevel();
})
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateNewLevel);
am->AddAction(ID_FILE_OPEN_LEVEL, tr("Open Level..."))
.SetShortcut(tr("Ctrl+O"))
.SetStatusTip(tr("Open an existing level"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateFileOpen);
#ifdef ENABLE_SLICE_EDITOR
am->AddAction(ID_FILE_NEW_SLICE, tr("New Slice"))
.SetStatusTip(tr("Create a new slice"));
am->AddAction(ID_FILE_OPEN_SLICE, tr("Open Slice..."))
.SetStatusTip(tr("Open an existing slice"));
#endif
am->AddAction(ID_FILE_SAVE_SELECTED_SLICE, tr("Save selected slice")).SetShortcut(tr("Alt+S"))
.SetStatusTip(tr("Save the selected slice to the first level root"));
am->AddAction(ID_FILE_SAVE_SLICE_TO_ROOT, tr("Save Slice to root")).SetShortcut(tr("Ctrl+Alt+S"))
.SetStatusTip(tr("Save the selected slice to the top level root"));
am->AddAction(ID_FILE_SAVE_LEVEL, tr("&Save"))
.SetShortcut(tr("Ctrl+S"))
.SetReserved()
.SetStatusTip(tr("Save the current level"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateDocumentReady);
am->AddAction(ID_FILE_SAVE_AS, tr("Save &As..."))
.SetShortcut(tr("Ctrl+Shift+S"))
.SetReserved()
.SetStatusTip(tr("Save the active document with a new name"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateDocumentReady);
am->AddAction(ID_FILE_SAVELEVELRESOURCES, tr("Save Level Resources..."))
.SetStatusTip(tr("Save Resources"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateDocumentReady);
am->AddAction(ID_IMPORT_ASSET, tr("Import &FBX..."));
bool usePrefabSystemForLevels = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
if (!usePrefabSystemForLevels)
{
am->AddAction(ID_FILE_EXPORTTOGAMENOSURFACETEXTURE, tr("&Export to Engine"))
.SetShortcut(tr("Ctrl+E"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateDocumentReady);
}
am->AddAction(ID_FILE_EXPORT_SELECTEDOBJECTS, tr("Export Selected &Objects"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateSelected);
am->AddAction(ID_FILE_EXPORTOCCLUSIONMESH, tr("Export Occlusion Mesh"));
am->AddAction(ID_FILE_EDITLOGFILE, tr("Show Log File"));
am->AddAction(ID_FILE_RESAVESLICES, tr("Resave All Slices"));
am->AddAction(ID_FILE_PROJECT_MANAGER_SETTINGS, tr("Edit Project Settings..."));
am->AddAction(ID_FILE_PROJECT_MANAGER_NEW, tr("New Project..."));
am->AddAction(ID_FILE_PROJECT_MANAGER_OPEN, tr("Open Project..."));
am->AddAction(ID_TOOLS_CUSTOMIZEKEYBOARD, tr("Customize &Keyboard..."))
.Connect(&QAction::triggered, this, &MainWindow::ShowKeyboardCustomization);
am->AddAction(ID_TOOLS_EXPORT_SHORTCUTS, tr("&Export Keyboard Settings..."))
.Connect(&QAction::triggered, this, &MainWindow::ExportKeyboardShortcuts);
am->AddAction(ID_TOOLS_IMPORT_SHORTCUTS, tr("&Import Keyboard Settings..."))
.Connect(&QAction::triggered, this, &MainWindow::ImportKeyboardShortcuts);
am->AddAction(ID_TOOLS_PREFERENCES, tr("Global Preferences..."));
for (int i = ID_FILE_MRU_FIRST; i <= ID_FILE_MRU_LAST; ++i)
{
am->AddAction(i, QString());
}
#if AZ_TRAIT_OS_PLATFORM_APPLE
const QString appExitText = tr("&Quit");
#else
const QString appExitText = tr("E&xit");
#endif
am->AddAction(ID_APP_EXIT, appExitText)
.SetReserved();
// Edit actions
am->AddAction(ID_UNDO, tr("&Undo"))
.SetShortcut(QKeySequence::Undo)
.SetReserved()
.SetStatusTip(tr("Undo last operation"))
//.SetMenu(new QMenu("FIXME"))
.SetApplyHoverEffect()
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateUndo);
am->AddAction(ID_REDO, tr("&Redo"))
.SetShortcut(AzQtComponents::RedoKeySequence)
.SetReserved()
//.SetMenu(new QMenu("FIXME"))
.SetApplyHoverEffect()
.SetStatusTip(tr("Redo last undo operation"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateRedo);
am->AddAction(ID_EDIT_HOLD, tr("&Hold"))
.SetShortcut(tr("Ctrl+Alt+H"))
.SetToolTip(tr("&Hold (Ctrl+Alt+H)"))
.SetStatusTip(tr("Save the current state(Hold)"));
am->AddAction(ID_EDIT_FETCH, tr("&Fetch"))
.SetShortcut(tr("Ctrl+Alt+F"))
.SetToolTip(tr("&Fetch (Ctrl+Alt+F)"))
.SetStatusTip(tr("Restore saved state (Fetch)"));
// Modify actions
am->AddAction(ID_EDITMODE_MOVE, tr("Move"))
.SetIcon(Style::icon("Move"))
.SetApplyHoverEffect()
.SetShortcut(tr("1"))
.SetToolTip(tr("Move (1)"))
.SetCheckable(true)
.SetStatusTip(tr("Select and move selected object(s)"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateEditmodeMove);
am->AddAction(ID_EDITMODE_ROTATE, tr("Rotate"))
.SetIcon(Style::icon("Translate"))
.SetApplyHoverEffect()
.SetShortcut(tr("2"))
.SetToolTip(tr("Rotate (2)"))
.SetCheckable(true)
.SetStatusTip(tr("Select and rotate selected object(s)"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateEditmodeRotate);
am->AddAction(ID_EDITMODE_SCALE, tr("Scale"))
.SetIcon(Style::icon("Scale"))
.SetApplyHoverEffect()
.SetShortcut(tr("3"))
.SetToolTip(tr("Scale (3)"))
.SetCheckable(true)
.SetStatusTip(tr("Select and scale selected object(s)"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateEditmodeScale);
am->AddAction(ID_SNAP_TO_GRID, tr("Snap to grid"))
.SetIcon(Style::icon("Grid"))
.SetApplyHoverEffect()
.SetShortcut(tr("G"))
.SetToolTip(tr("Snap to grid (G)"))
.SetStatusTip(tr("Toggles snap to grid"))
.SetCheckable(true)
.RegisterUpdateCallback([](QAction* action) {
Q_ASSERT(action->isCheckable());
action->setChecked(SandboxEditor::GridSnappingEnabled());
})
.Connect(&QAction::triggered, []() { SandboxEditor::SetGridSnapping(!SandboxEditor::GridSnappingEnabled()); });
am->AddAction(ID_SNAPANGLE, tr("Snap angle"))
.SetIcon(Style::icon("Angle"))
.SetApplyHoverEffect()
.SetStatusTip(tr("Snap angle"))
.SetCheckable(true)
.RegisterUpdateCallback([](QAction* action) {
Q_ASSERT(action->isCheckable());
action->setChecked(SandboxEditor::AngleSnappingEnabled());
})
.Connect(&QAction::triggered, []() { SandboxEditor::SetAngleSnapping(!SandboxEditor::AngleSnappingEnabled()); });
// Display actions
am->AddAction(ID_SWITCHCAMERA_DEFAULTCAMERA, tr("Default Camera")).SetCheckable(true)
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateSwitchToDefaultCamera);
am->AddAction(ID_SWITCHCAMERA_SEQUENCECAMERA, tr("Sequence Camera")).SetCheckable(true)
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateSwitchToSequenceCamera);
am->AddAction(ID_SWITCHCAMERA_SELECTEDCAMERA, tr("Selected Camera Object")).SetCheckable(true)
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateSwitchToSelectedCamera);
am->AddAction(ID_SWITCHCAMERA_NEXT, tr("Cycle Camera"))
.SetShortcut(tr("Ctrl+`"))
.SetToolTip(tr("Cycle Camera (Ctrl+`)"));
am->AddAction(ID_DISPLAY_GOTOPOSITION, tr("Go to Position..."));
am->AddAction(ID_MODIFY_GOTO_SELECTION, tr("Center on Selection"))
.SetShortcut(tr("Z"))
.SetToolTip(tr("Center on Selection (Z)"))
.Connect(&QAction::triggered, this, &MainWindow::OnGotoSelected);
am->AddAction(ID_GOTO_LOC1, tr("Location 1"))
.SetShortcut(tr("Shift+F1"))
.SetToolTip(tr("Location 1 (Shift+F1)"));
am->AddAction(ID_GOTO_LOC2, tr("Location 2"))
.SetShortcut(tr("Shift+F2"))
.SetToolTip(tr("Location 2 (Shift+F2)"));
am->AddAction(ID_GOTO_LOC3, tr("Location 3"))
.SetShortcut(tr("Shift+F3"))
.SetToolTip(tr("Location 3 (Shift+F3)"));
am->AddAction(ID_GOTO_LOC4, tr("Location 4"))
.SetShortcut(tr("Shift+F4"))
.SetToolTip(tr("Location 4 (Shift+F4)"));
am->AddAction(ID_GOTO_LOC5, tr("Location 5"))
.SetShortcut(tr("Shift+F5"))
.SetToolTip(tr("Location 5 (Shift+F5)"));
am->AddAction(ID_GOTO_LOC6, tr("Location 6"))
.SetShortcut(tr("Shift+F6"))
.SetToolTip(tr("Location 6 (Shift+F6)"));
am->AddAction(ID_GOTO_LOC7, tr("Location 7"))
.SetShortcut(tr("Shift+F7"))
.SetToolTip(tr("Location 7 (Shift+F7)"));
am->AddAction(ID_GOTO_LOC8, tr("Location 8"))
.SetShortcut(tr("Shift+F8"))
.SetToolTip(tr("Location 8 (Shift+F8)"));
am->AddAction(ID_GOTO_LOC9, tr("Location 9"))
.SetShortcut(tr("Shift+F9"))
.SetToolTip(tr("Location 9 (Shift+F9)"));
am->AddAction(ID_GOTO_LOC10, tr("Location 10"))
.SetShortcut(tr("Shift+F10"))
.SetToolTip(tr("Location 10 (Shift+F10)"));
am->AddAction(ID_GOTO_LOC11, tr("Location 11"))
.SetShortcut(tr("Shift+F11"))
.SetToolTip(tr("Location 11 (Shift+F11)"));
am->AddAction(ID_GOTO_LOC12, tr("Location 12"))
.SetShortcut(tr("Shift+F12"))
.SetToolTip(tr("Location 12 (Shift+F12)"));
am->AddAction(ID_TAG_LOC1, tr("Location 1"))
.SetShortcut(tr("Ctrl+F1"))
.SetToolTip(tr("Location 1 (Ctrl+F1)"));
am->AddAction(ID_TAG_LOC2, tr("Location 2"))
.SetShortcut(tr("Ctrl+F2"))
.SetToolTip(tr("Location 2 (Ctrl+F2)"));
am->AddAction(ID_TAG_LOC3, tr("Location 3"))
.SetShortcut(tr("Ctrl+F3"))
.SetToolTip(tr("Location 3 (Ctrl+F3)"));
am->AddAction(ID_TAG_LOC4, tr("Location 4"))
.SetShortcut(tr("Ctrl+F4"))
.SetToolTip(tr("Location 4 (Ctrl+F4)"));
am->AddAction(ID_TAG_LOC5, tr("Location 5"))
.SetShortcut(tr("Ctrl+F5"))
.SetToolTip(tr("Location 5 (Ctrl+F5)"));
am->AddAction(ID_TAG_LOC6, tr("Location 6"))
.SetShortcut(tr("Ctrl+F6"))
.SetToolTip(tr("Location 6 (Ctrl+F6)"));
am->AddAction(ID_TAG_LOC7, tr("Location 7"))
.SetShortcut(tr("Ctrl+F7"))
.SetToolTip(tr("Location 7 (Ctrl+F7)"));
am->AddAction(ID_TAG_LOC8, tr("Location 8"))
.SetShortcut(tr("Ctrl+F8"))
.SetToolTip(tr("Location 8 (Ctrl+F8)"));
am->AddAction(ID_TAG_LOC9, tr("Location 9"))
.SetShortcut(tr("Ctrl+F9"))
.SetToolTip(tr("Location 9 (Ctrl+F9)"));
am->AddAction(ID_TAG_LOC10, tr("Location 10"))
.SetShortcut(tr("Ctrl+F10"))
.SetToolTip(tr("Location 10 (Ctrl+F10)"));
am->AddAction(ID_TAG_LOC11, tr("Location 11"))
.SetShortcut(tr("Ctrl+F11"))
.SetToolTip(tr("Location 11 (Ctrl+F11)"));
am->AddAction(ID_TAG_LOC12, tr("Location 12"))
.SetShortcut(tr("Ctrl+F12"))
.SetToolTip(tr("Location 12 (Ctrl+F12)"));
if (CViewManager::IsMultiViewportEnabled())
{
am->AddAction(ID_VIEW_CONFIGURELAYOUT, tr("Configure Layout..."));
}
#ifdef FEATURE_ORTHOGRAPHIC_VIEW
am->AddAction(ID_VIEW_CYCLE2DVIEWPORT, tr("Cycle Viewports"))
.SetShortcut(tr("Ctrl+Tab"))
.SetStatusTip(tr("Cycle 2D Viewport"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateNonGameMode);
#endif
am->AddAction(ID_DISPLAY_SHOWHELPERS, tr("Show/Hide Helpers"))
.SetShortcut(tr("Shift+Space"))
.SetToolTip(tr("Show/Hide Helpers (Shift+Space)"));
// Audio actions
am->AddAction(ID_SOUND_STOPALLSOUNDS, tr("Stop All Sounds"))
.Connect(&QAction::triggered, this, &MainWindow::OnStopAllSounds);
am->AddAction(ID_AUDIO_REFRESH_AUDIO_SYSTEM, tr("Refresh Audio"))
.Connect(&QAction::triggered, this, &MainWindow::OnRefreshAudioSystem);
// Game actions
am->AddAction(ID_VIEW_SWITCHTOGAME, tr("Play &Game"))
.SetIcon(QIcon(":/stylesheet/img/UI20/toolbar/Play.svg"))
.SetShortcut(tr("Ctrl+G"))
.SetToolTip(tr("Play Game (Ctrl+G)"))
.SetStatusTip(tr("Activate the game input mode"))
.SetApplyHoverEffect()
.SetCheckable(true)
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdatePlayGame);
am->AddAction(ID_VIEW_SWITCHTOGAME_FULLSCREEN, tr("Play &Game (Maximized)"))
.SetShortcut(tr("Ctrl+Shift+G"))
.SetStatusTip(tr("Activate the game input mode (maximized)"))
.SetIcon(Style::icon("Play"))
.SetApplyHoverEffect()
.SetCheckable(true);
am->AddAction(ID_TOOLBAR_WIDGET_PLAYCONSOLE_LABEL, tr("Play Controls"))
.SetText(tr("Play Controls"));
am->AddAction(ID_SWITCH_PHYSICS, tr("Simulate"))
.SetIcon(QIcon(":/stylesheet/img/UI20/toolbar/Simulate_Physics.svg"))
.SetShortcut(tr("Ctrl+P"))
.SetToolTip(tr("Simulate (Ctrl+P)"))
.SetCheckable(true)
.SetStatusTip(tr("Enable processing of Physics and AI."))
.SetApplyHoverEffect()
.SetCheckable(true)
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnSwitchPhysicsUpdate);
am->AddAction(ID_GAME_SYNCPLAYER, tr("Move Player and Camera Separately")).SetCheckable(true)
.SetStatusTip(tr("Move Player and Camera Separately"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnSyncPlayerUpdate);
// Physics actions
am->AddAction(ID_PHYSICS_GETPHYSICSSTATE, tr("Get Physics State"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateSelected);
am->AddAction(ID_PHYSICS_RESETPHYSICSSTATE, tr("Reset Physics State"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateSelected);
am->AddAction(ID_PHYSICS_SIMULATEOBJECTS, tr("Simulate Objects"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateSelected);
// Tools actions
am->AddAction(ID_TOOLS_ENABLEFILECHANGEMONITORING, tr("Enable File Change Monitoring"));
am->AddAction(ID_CLEAR_REGISTRY, tr("Clear Registry Data"))
.SetStatusTip(tr("Clear Registry Data"));
am->AddAction(ID_VALIDATELEVEL, tr("&Check Level for Errors"))
.SetStatusTip(tr("Validate Level"));
am->AddAction(ID_TOOLS_VALIDATEOBJECTPOSITIONS, tr("Check Object Positions"));
QAction* saveLevelStatsAction =
am->AddAction(ID_TOOLS_LOGMEMORYUSAGE, tr("Save Level Statistics"))
.SetStatusTip(tr("Logs Editor memory usage."));
if( saveLevelStatsAction )
{
saveLevelStatsAction->setEnabled(false);
}
am->AddAction(ID_RESOURCES_REDUCEWORKINGSET, tr("Reduce Working Set"))
.SetStatusTip(tr("Reduce Physical RAM Working Set."));
am->AddAction(ID_TOOLS_UPDATEPROCEDURALVEGETATION, tr("Update Procedural Vegetation"));
am->AddAction(ID_TOOLS_CONFIGURETOOLS, tr("Configure ToolBox Macros..."));
am->AddAction(ID_TOOLS_SCRIPTHELP, tr("Script Help"));
am->AddAction(ID_TOOLS_LUA_EDITOR, tr("Lua Editor"));
// View actions
am->AddAction(ID_VIEW_OPENVIEWPANE, tr("Open View Pane"));
am->AddAction(ID_VIEW_CONSOLEWINDOW, tr(LyViewPane::ConsoleMenuName))
.SetShortcut(tr("^"))
.SetReserved()
.SetStatusTip(tr("Show or hide the console window"))
.SetCheckable(true)
.Connect(&QAction::triggered, this, &MainWindow::ToggleConsole);
am->AddAction(ID_OPEN_QUICK_ACCESS_BAR, tr("Show &Quick Access Bar"))
.SetShortcut(tr("Ctrl+Alt+Space"))
.SetToolTip(tr("Show &Quick Access Bar (Ctrl+Alt+Space)"));
// Disable layouts menu
if (CViewManager::IsMultiViewportEnabled())
{
am->AddAction(ID_VIEW_LAYOUTS, tr("Layouts"));
am->AddAction(ID_VIEW_SAVELAYOUT, tr("Save Layout..."))
.Connect(&QAction::triggered, this, &MainWindow::SaveLayout);
am->AddAction(ID_VIEW_LAYOUT_LOAD_DEFAULT, tr("Restore Default Layout"))
.Connect(&QAction::triggered, [this]() { m_viewPaneManager->RestoreDefaultLayout(true); });
}
am->AddAction(ID_SKINS_REFRESH, tr("Refresh Style"))
.SetToolTip(tr("Refreshes the editor stylesheet"))
.Connect(&QAction::triggered, this, &MainWindow::RefreshStyle);
// Help actions
am->AddAction(ID_DOCUMENTATION_TUTORIALS, tr("Tutorials"))
.SetReserved();
am->AddAction(ID_DOCUMENTATION_O3DE, tr("Open 3D Engine Documentation"))
.SetReserved();
am->AddAction(ID_DOCUMENTATION_GAMELIFT, tr("GameLift Documentation"))
.SetReserved();
am->AddAction(ID_DOCUMENTATION_RELEASENOTES, tr("Release Notes"))
.SetReserved();
am->AddAction(ID_DOCUMENTATION_GAMEDEVBLOG, tr("GameDev Blog"))
.SetReserved();
am->AddAction(ID_DOCUMENTATION_FORUMS, tr("Forums"))
.SetReserved();
am->AddAction(ID_DOCUMENTATION_AWSSUPPORT, tr("AWS Support"))
.SetReserved();
am->AddAction(ID_APP_ABOUT, tr("&About O3DE"))
.SetStatusTip(tr("Display program information, version number and copyright"))
.SetReserved();
am->AddAction(ID_APP_SHOW_WELCOME, tr("&Welcome"))
.SetStatusTip(tr("Show the Welcome to O3DE dialog box"))
.RegisterUpdateCallback(cryEdit, &CCryEditApp::OnUpdateShowWelcomeScreen);
// Editors Toolbar actions
am->AddAction(ID_OPEN_ASSET_BROWSER, tr("Asset browser"))
.SetToolTip(tr("Open Asset Browser"))
.SetApplyHoverEffect();
AZ::EBusReduceResult<bool, AZStd::logical_or<bool>> emfxEnabled(false);
using AnimationRequestBus = AzToolsFramework::EditorAnimationSystemRequestsBus;
using AnimationSystemType = AzToolsFramework::EditorAnimationSystemRequests::AnimationSystem;
AnimationRequestBus::BroadcastResult(emfxEnabled, &AnimationRequestBus::Events::IsSystemActive, AnimationSystemType::EMotionFX);
if (emfxEnabled.value)
{
QAction* action = am->AddAction(ID_OPEN_EMOTIONFX_EDITOR, tr("Animation Editor"))
.SetToolTip(tr("Open Animation Editor (PREVIEW)"))
.SetIcon(QIcon(":/EMotionFX/EMFX_icon_32x32.png"))
.SetApplyHoverEffect();
QObject::connect(action, &QAction::triggered, this, []() {
QtViewPaneManager::instance()->OpenPane(LyViewPane::AnimationEditor);
});
}
am->AddAction(ID_OPEN_AUDIO_CONTROLS_BROWSER, tr("Audio Controls Editor"))
.SetToolTip(tr("Open Audio Controls Editor"))
.SetIcon(Style::icon("Audio"))
.SetApplyHoverEffect();
am->AddAction(ID_OPEN_UICANVASEDITOR, tr(LyViewPane::UiEditor))
.SetToolTip(tr("Open UI Editor"))
.SetApplyHoverEffect();
// Edit Mode Toolbar Actions
am->AddAction(IDC_SELECTION_MASK, tr("Selected Object Types"));
am->AddAction(ID_REF_COORDS_SYS, tr("Reference coordinate system"))
.SetShortcut(tr("Ctrl+W"))
.SetToolTip(tr("Reference coordinate system (Ctrl+W)"))
.Connect(&QAction::triggered, this, &MainWindow::ToggleRefCoordSys);
am->AddAction(IDC_SELECTION, tr("Named Selections"));
// Object Toolbar Actions
am->AddAction(ID_GOTO_SELECTED, tr("Go to selected object"))
.SetIcon(Style::icon("select_object"))
.SetApplyHoverEffect()
.Connect(&QAction::triggered, this, &MainWindow::OnGotoSelected);
// Misc Toolbar Actions
am->AddAction(ID_OPEN_SUBSTANCE_EDITOR, tr("Open Substance Editor"))
.SetApplyHoverEffect();
}
void MainWindow::InitToolActionHandlers()
{
ActionManager* am = GetActionManager();
CToolBoxManager* tbm = GetIEditor()->GetToolBoxManager();
am->RegisterActionHandler(ID_APP_EXIT, [=]() { window()->close(); });
for (int id = ID_TOOL_FIRST; id <= ID_TOOL_LAST; ++id)
{
am->RegisterActionHandler(id, [tbm, id] {
tbm->ExecuteMacro(id - ID_TOOL_FIRST, true);
});
}
for (int id = ID_TOOL_SHELVE_FIRST; id <= ID_TOOL_SHELVE_LAST; ++id)
{
am->RegisterActionHandler(id, [tbm, id] {
tbm->ExecuteMacro(id - ID_TOOL_SHELVE_FIRST, false);
});
}
for (int id = CEditorCommandManager::CUSTOM_COMMAND_ID_FIRST; id <= CEditorCommandManager::CUSTOM_COMMAND_ID_LAST; ++id)
{
am->RegisterActionHandler(id, [id] {
GetIEditor()->GetCommandManager()->Execute(id);
});
}
}
void MainWindow::OnEscapeAction()
{
if (!CCryEditApp::instance()->IsInAutotestMode())
{
if (GetIEditor()->IsInGameMode())
{
GetIEditor()->SetInGameMode(false);
}
else
{
AzToolsFramework::EditorEvents::Bus::Broadcast(
&AzToolsFramework::EditorEvents::OnEscape);
}
}
}
void MainWindow::InitToolBars()
{
m_toolbarManager->LoadToolbars();
AdjustToolBarIconSize(static_cast<AzQtComponents::ToolBar::ToolBarIconSize>(gSettings.gui.nToolbarIconSize));
}
QToolButton* MainWindow::CreateUndoRedoButton(int command)
{
// We do either undo or redo below, sort that out here
UndoRedoDirection direction = UndoRedoDirection::Undo;
auto stateSignal = &UndoStackStateAdapter::UndoAvailable;
if (ID_REDO == command)
{
direction = UndoRedoDirection::Redo;
stateSignal = &UndoStackStateAdapter::RedoAvailable;
}
auto button = new UndoRedoToolButton(this);
button->setAutoRaise(true);
button->setPopupMode(QToolButton::MenuButtonPopup);
button->setDefaultAction(m_actionManager->GetAction(command));
QMenu* menu = new QMenu(button);
auto action = new QWidgetAction(button);
auto undoRedo = new CUndoDropDown(direction, button);
action->setDefaultWidget(undoRedo);
menu->addAction(action);
button->setMenu(menu);
connect(menu, &QMenu::aboutToShow, undoRedo, &CUndoDropDown::Prepare);
connect(undoRedo, &CUndoDropDown::accepted, menu, &QMenu::hide);
connect(m_undoStateAdapter, stateSignal, button, &UndoRedoToolButton::Update);
button->setEnabled(false);
return button;
}
QWidget* MainWindow::CreateSpacerRightWidget()
{
QWidget* spacer = new QWidget(this);
spacer->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Preferred);
spacer->setVisible(true);
return spacer;
}
UndoRedoToolButton::UndoRedoToolButton(QWidget* parent)
: QToolButton(parent)
{
}
void UndoRedoToolButton::Update(int count)
{
setEnabled(count > 0);
}
bool MainWindow::IsPreview() const
{
return GetIEditor()->IsInPreviewMode();
}
MainStatusBar* MainWindow::StatusBar() const
{
assert(statusBar()->inherits("MainStatusBar"));
return static_cast<MainStatusBar*>(statusBar());
}
KeyboardCustomizationSettings* MainWindow::GetShortcutManager() const
{
return m_keyboardCustomization;
}
ActionManager* MainWindow::GetActionManager() const
{
return m_actionManager;
}
void MainWindow::OpenViewPane(int paneId)
{
OpenViewPane(QtViewPaneManager::instance()->GetPane(paneId));
}
void MainWindow::OpenViewPane(QtViewPane* pane)
{
if (pane && pane->IsValid())
{
QtViewPaneManager::instance()->OpenPane(pane->m_name);
}
else
{
if (pane)
{
qWarning() << Q_FUNC_INFO << "Invalid pane" << pane->m_id << pane->m_category << pane->m_name;
}
else
{
qWarning() << Q_FUNC_INFO << "Invalid pane";
}
}
}
void MainWindow::AdjustToolBarIconSize(AzQtComponents::ToolBar::ToolBarIconSize size)
{
const QList<QToolBar*> toolbars = findChildren<QToolBar*>();
// make sure to set this back, so that the general settings page matches up with what the size is too
if (gSettings.gui.nToolbarIconSize != static_cast<int>(size))
{
gSettings.gui.nToolbarIconSize = static_cast<int>(size);
}
for (auto toolbar : toolbars)
{
AzQtComponents::ToolBar::setToolBarIconSize(toolbar, size);
}
}
void MainWindow::OnGameModeChanged(bool inGameMode)
{
menuBar()->setDisabled(inGameMode);
m_toolbarManager->SetEnabled(!inGameMode);
// block signals on the switch to game actions before setting the checked state, as
// setting the checked state triggers the action, which will re-enter this function
// and result in an infinite loop
AZStd::vector<QAction*> actions = { m_actionManager->GetAction(ID_VIEW_SWITCHTOGAME), m_actionManager->GetAction(ID_VIEW_SWITCHTOGAME_FULLSCREEN) };
for (auto action : actions)
{
action->blockSignals(true);
}
for (auto action : actions)
{
action->setChecked(inGameMode);
}
for (auto action : actions)
{
action->blockSignals(false);
}
}
void MainWindow::OnEditorNotifyEvent(EEditorNotifyEvent ev)
{
switch (ev)
{
case eNotify_OnEndSceneOpen:
case eNotify_OnEndSceneSave:
{
auto cryEdit = CCryEditApp::instance();
if (cryEdit)
{
cryEdit->SetEditorWindowTitle(0, AZ::Utils::GetProjectName().c_str(), GetIEditor()->GetGameEngine()->GetLevelName());
}
}
break;
case eNotify_OnCloseScene:
{
auto cryEdit = CCryEditApp::instance();
if (cryEdit)
{
cryEdit->SetEditorWindowTitle(0, AZ::Utils::GetProjectName().c_str(), 0);
}
}
break;
case eNotify_OnRefCoordSysChange:
emit UpdateRefCoordSys();
break;
case eNotify_OnInvalidateControls:
InvalidateControls();
break;
case eNotify_OnBeginGameMode:
OnGameModeChanged(true);
break;
case eNotify_OnEndGameMode:
OnGameModeChanged(false);
break;
// Remove track view option to avoid starting in bad state
case eNotify_OnBeginSimulationMode:
if (m_actionManager->HasAction(ID_OPEN_TRACKVIEW))
{
QAction* tvAction = m_actionManager->GetAction(ID_OPEN_TRACKVIEW);
if (tvAction)
{
tvAction->setVisible(false);
}
}
break;
case eNotify_OnEndSimulationMode:
if (m_actionManager->HasAction(ID_OPEN_TRACKVIEW))
{
QAction* tvAction = m_actionManager->GetAction(ID_OPEN_TRACKVIEW);
if (tvAction)
{
tvAction->setVisible(true);
}
}
break;
}
switch (ev)
{
case eNotify_OnBeginSceneOpen:
case eNotify_OnBeginNewScene:
case eNotify_OnCloseScene:
ResetAutoSaveTimers();
break;
case eNotify_OnEndSceneOpen:
case eNotify_OnEndNewScene:
ResetAutoSaveTimers(true);
break;
}
}
void MainWindow::InvalidateControls()
{
emit UpdateRefCoordSys();
}
void MainWindow::RegisterStdViewClasses()
{
AzAssetBrowserWindow::createListenerForShowAssetEditorEvent(this);
CTrackViewDialog::RegisterViewClass();
CErrorReportDialog::RegisterViewClass();
CPythonScriptsDialog::RegisterViewClass();
AzToolsFramework::CScriptTermDialog::RegisterViewClass();
CConsoleSCB::RegisterViewClass();
ConsoleVariableEditor::RegisterViewClass();
CSettingsManagerDialog::RegisterViewClass();
AzAssetBrowserWindow::RegisterViewClass();
AssetEditorWindow::RegisterViewClass();
// Notify that views can now be registered
AzToolsFramework::EditorEvents::Bus::Broadcast(
&AzToolsFramework::EditorEvents::Bus::Events::NotifyRegisterViews);
}
void MainWindow::OnCustomizeToolbar()
{
/* TODO_KDAB, rest of CMainFrm::OnCustomize() goes here*/
SaveConfig();
}
void MainWindow::RefreshStyle()
{
GetIEditor()->Notify(eNotify_OnStyleChanged);
}
void MainWindow::ResetAutoSaveTimers(bool bForceInit)
{
if (m_autoSaveTimer)
{
delete m_autoSaveTimer;
}
if (m_autoRemindTimer)
{
delete m_autoRemindTimer;
}
m_autoSaveTimer = 0;
m_autoRemindTimer = 0;
if (bForceInit)
{
if (gSettings.autoBackupTime > 0 && gSettings.autoBackupEnabled)
{
m_autoSaveTimer = new QTimer(this);
m_autoSaveTimer->start(gSettings.autoBackupTime * 1000 * 60);
connect(m_autoSaveTimer, &QTimer::timeout, this, [&]() {
if (gSettings.autoBackupEnabled)
{
// Call autosave function of CryEditApp
GetIEditor()->GetDocument()->SaveAutoBackup();
}
});
}
if (gSettings.autoRemindTime > 0)
{
m_autoRemindTimer = new QTimer(this);
m_autoRemindTimer->start(gSettings.autoRemindTime * 1000 * 60);
connect(m_autoRemindTimer, &QTimer::timeout, this, [&]() {
if (gSettings.autoRemindTime > 0)
{
// Remind to save.
CCryEditApp::instance()->SaveAutoRemind();
}
});
}
}
}
void MainWindow::ResetBackgroundUpdateTimer()
{
if (m_backgroundUpdateTimer)
{
delete m_backgroundUpdateTimer;
m_backgroundUpdateTimer = 0;
}
ICVar* pBackgroundUpdatePeriod = gEnv->pConsole->GetCVar("ed_backgroundUpdatePeriod");
if (pBackgroundUpdatePeriod && pBackgroundUpdatePeriod->GetIVal() > 0)
{
m_backgroundUpdateTimer = new QTimer(this);
m_backgroundUpdateTimer->start(pBackgroundUpdatePeriod->GetIVal());
connect(m_backgroundUpdateTimer, &QTimer::timeout, this, [&]() {
// Make sure that visible editor window get low-fps updates while in the background
CCryEditApp* pApp = CCryEditApp::instance();
if (!isMinimized() && !pApp->IsWindowInForeground())
{
pApp->IdleProcessing(true);
}
});
}
}
void MainWindow::UpdateToolsMenu()
{
m_levelEditorMenuHandler->UpdateMacrosMenu();
}
int MainWindow::ViewPaneVersion() const
{
return m_levelEditorMenuHandler->GetViewPaneVersion();
}
void MainWindow::OnStopAllSounds()
{
Audio::SAudioRequest oStopAllSoundsRequest;
Audio::SAudioManagerRequestData<Audio::eAMRT_STOP_ALL_SOUNDS> oStopAllSoundsRequestData;
oStopAllSoundsRequest.pData = &oStopAllSoundsRequestData;
CryLogAlways("<Audio> Executed \"Stop All Sounds\" command.");
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequest, oStopAllSoundsRequest);
}
void MainWindow::OnRefreshAudioSystem()
{
QString sLevelName = GetIEditor()->GetGameEngine()->GetLevelName();
if (QString::compare(sLevelName, "Untitled", Qt::CaseInsensitive) == 0)
{
// Rather pass NULL to indicate that no level is loaded!
sLevelName = QString();
}
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::RefreshAudioSystem, sLevelName.toUtf8().data());
}
void MainWindow::SaveLayout()
{
const int MAX_LAYOUTS = ID_VIEW_LAYOUT_LAST - ID_VIEW_LAYOUT_FIRST + 1;
if (m_viewPaneManager->LayoutNames(true).count() >= MAX_LAYOUTS)
{
QMessageBox::critical(this, tr("Maximum number of layouts reached"), tr("Please delete a saved layout before creating another."));
return;
}
QString layoutName = QInputDialog::getText(this, tr("Layout Name"), QString()).toLower();
if (layoutName.isEmpty())
{
return;
}
if (m_viewPaneManager->HasLayout(layoutName))
{
QMessageBox box(this); // Not static so we can remove help button
box.setStandardButtons(QMessageBox::Yes | QMessageBox::No);
box.setText(tr("Overwrite Layout?"));
box.setIcon(QMessageBox::Warning);
box.setWindowFlags(box.windowFlags() & ~Qt::WindowContextHelpButtonHint);
box.setInformativeText(tr("The chosen layout name already exists. Do you want to overwrite it?"));
if (box.exec() != QMessageBox::Yes)
{
SaveLayout();
return;
}
}
m_viewPaneManager->SaveLayout(layoutName);
}
void MainWindow::ViewDeletePaneLayout(const QString& layoutName)
{
if (layoutName.isEmpty())
{
return;
}
QMessageBox box(this); // Not static so we can remove help button
box.setText(tr("Delete Layout?"));
box.setStandardButtons(QMessageBox::Yes | QMessageBox::No);
box.setIcon(QMessageBox::Warning);
box.setWindowFlags(box.windowFlags() & ~Qt::WindowContextHelpButtonHint);
box.setInformativeText(tr("Are you sure you want to delete the layout '%1'?").arg(layoutName));
if (box.exec() == QMessageBox::Yes)
{
m_viewPaneManager->RemoveLayout(layoutName);
}
}
void MainWindow::ViewRenamePaneLayout(const QString& layoutName)
{
if (layoutName.isEmpty())
{
return;
}
QString newLayoutName;
bool validName = false;
while (!validName)
{
newLayoutName = QInputDialog::getText(this, tr("Rename layout '%1'").arg(layoutName), QString());
if (newLayoutName.isEmpty())
{
return;
}
if (m_viewPaneManager->HasLayout(newLayoutName))
{
QMessageBox box(this); // Not static so we can remove help button
box.setText(tr("Layout name already exists"));
box.setStandardButtons(QMessageBox::Yes | QMessageBox::No);
box.setIcon(QMessageBox::Warning);
box.setWindowFlags(box.windowFlags() & ~Qt::WindowContextHelpButtonHint);
box.setInformativeText(tr("The layout name '%1' already exists, please choose a different name").arg(newLayoutName));
if (box.exec() == QMessageBox::No)
{
return;
}
}
else
{
validName = true;
}
}
m_viewPaneManager->RenameLayout(layoutName, newLayoutName);
}
void MainWindow::ViewLoadPaneLayout(const QString& layoutName)
{
if (!layoutName.isEmpty())
{
m_viewPaneManager->RestoreLayout(layoutName);
}
}
void MainWindow::ViewSavePaneLayout(const QString& layoutName)
{
if (layoutName.isEmpty())
{
return;
}
QMessageBox box(this); // Not static so we can remove help button
box.setText(tr("Overwrite Layout?"));
box.setStandardButtons(QMessageBox::Yes | QMessageBox::No);
box.setIcon(QMessageBox::Warning);
box.setWindowFlags(box.windowFlags() & ~Qt::WindowContextHelpButtonHint);
box.setInformativeText(tr("Do you want to overwrite the layout '%1' with the current one?").arg(layoutName));
if (box.exec() == QMessageBox::Yes)
{
m_viewPaneManager->SaveLayout(layoutName);
}
}
void MainWindow::OnUpdateConnectionStatus()
{
auto* statusBar = StatusBar();
if (!m_connectionListener)
{
statusBar->SetItem("connection", tr("Disconnected"), tr("Disconnected"), IDI_BALL_DISABLED);
//TODO: disable clicking
}
else
{
using EConnectionState = EngineConnectionListener::EConnectionState;
int icon = IDI_BALL_OFFLINE;
QString tooltip, status;
switch (m_connectionListener->GetState())
{
case EConnectionState::Connecting:
// Checking whether we are not connected here instead of disconnect state because this function is called on a timer
// and therefore we may not receive the disconnect state.
if (m_connectedToAssetProcessor)
{
m_connectedToAssetProcessor = false;
m_showAPDisconnectDialog = true;
}
tooltip = tr("Connecting to Asset Processor");
icon = IDI_BALL_PENDING;
break;
case EConnectionState::Disconnecting:
tooltip = tr("Disconnecting from Asset Processor");
icon = IDI_BALL_PENDING;
break;
case EConnectionState::Listening:
if (m_connectedToAssetProcessor)
{
m_connectedToAssetProcessor = false;
m_showAPDisconnectDialog = true;
}
tooltip = tr("Listening for incoming connections");
icon = IDI_BALL_PENDING;
break;
case EConnectionState::Connected:
m_connectedToAssetProcessor = true;
tooltip = tr("Connected to Asset Processor");
icon = IDI_BALL_ONLINE;
break;
case EConnectionState::Disconnected:
icon = IDI_BALL_OFFLINE;
tooltip = tr("Disconnected from Asset Processor");
break;
}
if (m_connectedToAssetProcessor)
{
m_connectionLostTimer->stop();
}
tooltip += "\n Last Asset Processor Task: ";
tooltip += m_connectionListener->LastAssetProcessorTask().c_str();
tooltip += "\n";
AZStd::set<AZStd::string> failedJobs = m_connectionListener->FailedJobsList();
int failureCount = failedJobs.size();
if (failureCount)
{
tooltip += "\n Failed Jobs\n";
for (auto failedJob : failedJobs)
{
tooltip += failedJob.c_str();
tooltip += "\n";
}
}
status = tr("Pending Jobs : %1 Failed Jobs : %2").arg(m_connectionListener->GetJobsCount()).arg(failureCount);
statusBar->SetItem(QtUtil::ToQString("connection"), status, tooltip, icon);
if (m_showAPDisconnectDialog && m_connectionListener->GetState() != EConnectionState::Connected)
{
m_showAPDisconnectDialog = false;// Just show the dialog only once if connection is lost
m_connectionLostTimer->setSingleShot(true);
m_connectionLostTimer->start(15000);
}
}
}
void MainWindow::ShowConnectionDisconnectedDialog()
{
// when REMOTE_ASSET_PROCESSOR is undef'd it means behave as if there is no such thing as the remote asset processor.
#ifdef REMOTE_ASSET_PROCESSOR
if (gEnv && gEnv->pSystem)
{
QMessageBox messageBox(this);
messageBox.setWindowTitle(tr("Asset Processor has disconnected."));
messageBox.setText(
tr("Asset Processor is not connected. Please try (re)starting the Asset Processor or restarting the Editor.<br><br>"
"Data may be lost while the Asset Processor is not running!<br>"
"The status of the Asset Processor can be monitored from the editor in the bottom-right corner of the status bar.<br><br>"
"Would you like to start the asset processor?<br>"));
messageBox.setStandardButtons(QMessageBox::Yes | QMessageBox::Ignore);
messageBox.setDefaultButton(QMessageBox::Yes);
messageBox.setIcon(QMessageBox::Critical);
if (messageBox.exec() == QMessageBox::Yes)
{
AzFramework::AssetSystem::LaunchAssetProcessor();
}
}
else
{
QMessageBox::critical(this, tr("Asset Processor has disconnected."),
tr("Asset Processor is not connected. Please try (re)starting the asset processor or restarting the Editor.<br><br>"
"Data may be lost while the asset processor is not running!<br>"
"The status of the asset processor can be monitored from the editor in the bottom-right corner of the status bar."));
}
#endif
}
void MainWindow::OnConnectionStatusClicked()
{
AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystemRequestBus::Events::ShowAssetProcessor);
}
static bool paneLessThan(const QtViewPane& v1, const QtViewPane& v2)
{
return v1.m_name.compare(v2.m_name, Qt::CaseInsensitive) < 0;
}
void MainWindow::RegisterOpenWndCommands()
{
s_openViewCmds.clear();
auto panes = m_viewPaneManager->GetRegisteredPanes(/* viewPaneMenuOnly=*/ false);
std::sort(panes.begin(), panes.end(), paneLessThan);
for (auto viewPane : panes)
{
if (viewPane.m_category.isEmpty())
{
continue;
}
const QString className = viewPane.m_name;
// Make a open-view command for the class.
QString classNameLowered = viewPane.m_name.toLower();
classNameLowered.replace(' ', '_');
QString openCommandName = "open_";
openCommandName += classNameLowered;
CEditorOpenViewCommand* pCmd = new CEditorOpenViewCommand(GetIEditor(), viewPane.m_name);
s_openViewCmds.push_back(pCmd);
CCommand0::SUIInfo cmdUI;
cmdUI.caption = className.toUtf8().data();
cmdUI.tooltip = (QString("Open ") + className).toUtf8().data();
cmdUI.iconFilename = className.toUtf8().data();
GetIEditor()->GetCommandManager()->RegisterUICommand("editor", openCommandName.toUtf8().data(),
"", "", AZStd::bind(&CEditorOpenViewCommand::Execute, pCmd), cmdUI);
GetIEditor()->GetCommandManager()->GetUIInfo("editor", openCommandName.toUtf8().data(), cmdUI);
}
}
bool MainWindow::event(QEvent* event)
{
#ifdef Q_OS_MAC
if (event->type() == QEvent::HoverMove)
{
// this fixes a problem on macOS where the mouse cursor was not
// set when hovering over the splitter handles between dock widgets
// it might be fixed in future Qt versions
auto mouse = static_cast<QHoverEvent*>(event);
bool result = QMainWindow::event(event);
void setCocoaMouseCursor(QWidget*);
setCocoaMouseCursor(childAt(mouse->pos()));
return result;
}
#endif
return QMainWindow::event(event);
}
void MainWindow::ToggleConsole()
{
m_viewPaneManager->TogglePane(LyViewPane::Console);
QtViewPane* pane = m_viewPaneManager->GetPane(LyViewPane::Console);
if (!pane)
{
return;
}
// If we toggled the console on, we want to focus its input text field
if (pane->IsVisible())
{
CConsoleSCB* console = qobject_cast<CConsoleSCB*>(pane->Widget());
if (!console)
{
return;
}
console->SetInputFocus();
}
}
void MainWindow::OnViewPaneCreated(const QtViewPane* pane)
{
QAction* action = nullptr;
int id = pane->m_id;
// Use built-in action id if available
if (pane->m_options.builtInActionId != -1)
{
id = pane->m_options.builtInActionId;
}
if (m_actionManager->HasAction(id))
{
action = m_actionManager->GetAction(id);
action->setChecked(true);
connect(pane->m_dockWidget->toggleViewAction(), &QAction::toggled,
action, &QAction::setChecked, Qt::UniqueConnection);
}
}
void MainWindow::ConnectivityStateChanged(const AzToolsFramework::SourceControlState state)
{
bool connected = false;
ISourceControl* pSourceControl = GetIEditor() ? GetIEditor()->GetSourceControl() : nullptr;
if (pSourceControl)
{
pSourceControl->SetSourceControlState(state);
if (state == AzToolsFramework::SourceControlState::Active || state == AzToolsFramework::SourceControlState::ConfigurationInvalid)
{
connected = true;
}
}
gSettings.enableSourceControl = connected;
gSettings.SaveEnableSourceControlFlag(false);
}
void MainWindow::OnGotoSelected()
{
AzToolsFramework::EditorRequestBus::Broadcast(&AzToolsFramework::EditorRequestBus::Events::GoToSelectedEntitiesInViewports);
}
void MainWindow::OnGotoSliceRoot()
{
int numViews = GetIEditor()->GetViewManager()->GetViewCount();
for (int i = 0; i < numViews; ++i)
{
CViewport* viewport = GetIEditor()->GetViewManager()->GetView(i);
if (viewport)
{
viewport->CenterOnSliceInstance();
}
}
}
void MainWindow::ShowCustomizeToolbarDialog()
{
if (m_toolbarCustomizationDialog)
{
return;
}
m_toolbarCustomizationDialog = new ToolbarCustomizationDialog(this);
m_toolbarCustomizationDialog->show();
}
QMenu* MainWindow::createPopupMenu()
{
QMenu* menu = QMainWindow::createPopupMenu();
menu->addSeparator();
QAction* action = menu->addAction(QStringLiteral("Customize..."));
connect(action, &QAction::triggered, this, &MainWindow::ShowCustomizeToolbarDialog);
return menu;
}
ToolbarManager* MainWindow::GetToolbarManager() const
{
return m_toolbarManager;
}
bool MainWindow::IsCustomizingToolbars() const
{
return m_toolbarCustomizationDialog != nullptr;
}
QWidget* MainWindow::CreateToolbarWidget(int actionId)
{
QWidgetAction* action = qobject_cast<QWidgetAction*>(m_actionManager->GetAction(actionId));
if (!action)
{
qWarning() << Q_FUNC_INFO << "No QWidgetAction for actionId = " << actionId;
return nullptr;
}
QWidget* w = nullptr;
switch (actionId)
{
case ID_TOOLBAR_WIDGET_UNDO:
w = CreateUndoRedoButton(ID_UNDO);
break;
case ID_TOOLBAR_WIDGET_REDO:
w = CreateUndoRedoButton(ID_REDO);
break;
case ID_TOOLBAR_WIDGET_SPACER_RIGHT:
w = CreateSpacerRightWidget();
break;
default:
qWarning() << Q_FUNC_INFO << "Unknown id " << actionId;
return nullptr;
}
return w;
}
// don't want to eat escape as if it were a shortcut, as it would eat it for other windows that also care about escape
// and are reading it as an event rather.
void MainWindow::keyPressEvent(QKeyEvent* e)
{
// We shouldn't need to do this, as there's already an escape key shortcut set on an action
// attached to the MainWindow. We need to explicitly trap the escape key here because when in
// Game Mode, all of the actions attached to the MainWindow are disabled.
if (e->key() == Qt::Key_Escape)
{
MainWindow::OnEscapeAction();
return;
}
return QMainWindow::keyPressEvent(e);
}
void MainWindow::dragEnterEvent(QDragEnterEvent *event)
{
using namespace AzQtComponents;
DragAndDropContextBase context;
DragAndDropEventsBus::Event(DragAndDropContexts::EditorMainWindow, &DragAndDropEvents::DragEnter, event, context);
}
void MainWindow::dragMoveEvent(QDragMoveEvent* event)
{
using namespace AzQtComponents;
DragAndDropContextBase context;
DragAndDropEventsBus::Event(DragAndDropContexts::EditorMainWindow, &DragAndDropEvents::DragMove, event, context);
}
void MainWindow::dragLeaveEvent(QDragLeaveEvent* event)
{
using namespace AzQtComponents;
DragAndDropEventsBus::Event(DragAndDropContexts::EditorMainWindow, &DragAndDropEvents::DragLeave, event);
}
void MainWindow::dropEvent(QDropEvent *event)
{
using namespace AzQtComponents;
DragAndDropContextBase context;
DragAndDropEventsBus::Event(DragAndDropContexts::EditorMainWindow, &DragAndDropEvents::Drop, event, context);
}
bool MainWindow::focusNextPrevChild(bool next)
{
// Don't change the focus when we're in game mode or else the viewport could
// stop receiving input events
if (GetIEditor()->IsInGameMode())
{
return false;
}
return QMainWindow::focusNextPrevChild(next);
}
namespace AzToolsFramework
{
void MainWindowEditorFuncsHandler::Reflect(AZ::ReflectContext* context)
{
if (auto behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
// this will put these methods into the 'azlmbr.legacy.general' module
auto addLegacyGeneral = [](AZ::BehaviorContext::GlobalMethodBuilder methodBuilder)
{
methodBuilder->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Automation)
->Attribute(AZ::Script::Attributes::Category, "Legacy/Editor")
->Attribute(AZ::Script::Attributes::Module, "legacy.general");
};
addLegacyGeneral(behaviorContext->Method("open_pane", PyOpenViewPane, nullptr, "Opens a view pane specified by the pane class name."));
addLegacyGeneral(behaviorContext->Method("close_pane", PyCloseViewPane, nullptr, "Closes a view pane specified by the pane class name."));
addLegacyGeneral(behaviorContext->Method("is_pane_visible", PyIsViewPaneVisible, nullptr, "Returns true if pane specified by the pane class name is visible."));
addLegacyGeneral(behaviorContext->Method("get_pane_class_names", PyGetViewPaneNames, nullptr, "Get all available class names for use with open_pane & close_pane."));
addLegacyGeneral(behaviorContext->Method("exit", PyExit, nullptr, "Exits the editor."));
addLegacyGeneral(behaviorContext->Method("exit_no_prompt", PyExitNoPrompt, nullptr, "Exits the editor without prompting to save first."));
addLegacyGeneral(behaviorContext->Method("test_output", PyTestOutput, nullptr, "Report test information."));
}
}
}
#include <moc_MainWindow.cpp>