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o3de/Code/Tools/AssetProcessor/native/utilities/BuilderConfigurationManager.h

51 lines
1.7 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <native/utilities/BuilderConfigurationBus.h>
#include <AssetBuilderSDK/AssetBuilderSDK.h>
#include <AzCore/std/containers/unordered_map.h>
#include <AzCore/std/string/string.h>
#include <QVariant>
namespace AssetProcessor
{
const char BuilderConfigFile[] = "BuilderConfig.ini";
class BuilderConfigurationManager :
public BuilderConfigurationRequestBus::Handler
{
public:
using ParamMap = AZStd::unordered_map<AZStd::string, QVariant>;
using ConfigMap = AZStd::unordered_map <AZStd::string, ParamMap>;
BuilderConfigurationManager();
~BuilderConfigurationManager();
//BuilderConfigurationRequestBus
bool LoadConfiguration(const AZStd::string& configFile) override;
bool UpdateJobDescriptor(const AZStd::string& jobKey, AssetBuilderSDK::JobDescriptor& jobDesc) override;
bool UpdateBuilderDescriptor(const AZStd::string& builderName, AssetBuilderSDK::AssetBuilderDesc& jobDesc) override;
bool IsLoaded() const { return m_loaded; }
private:
ConfigMap m_builderSettings;
ConfigMap m_jobSettings;
bool m_loaded{ false };
};
} // namespace AssetProcessor