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o3de/Code/Tools/SerializeContextTools/SliceConverter.h

74 lines
3.3 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 <AzCore/Component/ComponentApplicationBus.h>
#include <AzCore/IO/Path/Path_fwd.h>
#include <AzCore/JSON/document.h>
#include <AzCore/JSON/stringbuffer.h>
#include <AzCore/Serialization/Json/JsonSerialization.h>
#include <AzCore/std/utils.h>
#include <AzCore/std/containers/vector.h>
#include <AzCore/std/string/string.h>
#include <AzToolsFramework/Prefab/PrefabSystemComponent.h>
#include <Converter.h>
namespace AZ
{
class CommandLine;
class Entity;
class ModuleEntity;
class SerializeContext;
struct Uuid;
namespace SerializeContextTools
{
class Application;
class SliceConverter : public Converter
{
public:
bool ConvertSliceFiles(Application& application);
private:
using TemplateEntityIdPair = AZStd::pair<AzToolsFramework::Prefab::TemplateId, AZ::EntityId>;
bool ConnectToAssetProcessor();
void DisconnectFromAssetProcessor();
bool ConvertSliceFile(AZ::SerializeContext* serializeContext, const AZStd::string& slicePath, bool isDryRun);
bool ConvertSliceToPrefab(
AZ::SerializeContext* serializeContext, AZ::IO::PathView outputPath, bool isDryRun, AZ::Entity* rootEntity);
void FixPrefabEntities(AZ::Entity& containerEntity, SliceComponent::EntityList& sliceEntities);
bool ConvertNestedSlices(
SliceComponent* sliceComponent, AzToolsFramework::Prefab::Instance* sourceInstance,
AZ::SerializeContext* serializeContext, bool isDryRun);
bool ConvertSliceInstance(
AZ::SliceComponent::SliceInstance& instance, AZ::Data::Asset<AZ::SliceAsset>& sliceAsset,
AzToolsFramework::Prefab::TemplateReference nestedTemplate, AzToolsFramework::Prefab::Instance* topLevelInstance);
void SetParentEntity(const AZ::Entity& entity, const AZ::EntityId& parentId, bool onlySetIfInvalid);
void PrintPrefab(AzToolsFramework::Prefab::TemplateId templateId);
bool SavePrefab(AZ::IO::PathView outputPath, AzToolsFramework::Prefab::TemplateId templateId);
// Track all of the entity IDs created and the prefab entity aliases that map to them. This mapping is used
// with nested slice conversion to remap parent entity IDs to the correct prefab entity IDs.
AZStd::unordered_map<TemplateEntityIdPair, AzToolsFramework::Prefab::EntityAlias> m_aliasIdMapper;
// Track all of the created prefab template IDs on a slice conversion so that they can get removed at the end of the
// conversion for that file.
AZStd::unordered_set<AzToolsFramework::Prefab::TemplateId> m_createdTemplateIds;
};
} // namespace SerializeContextTools
} // namespace AZ