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o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/EditorMaterialComponentExpo...

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2.9 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
*
*/
#pragma once
#include <AzCore/std/string/string.h>
#include <AzCore/std/containers/vector.h>
#include <AzCore/Asset/AssetCommon.h>
namespace AZ
{
namespace Render
{
namespace EditorMaterialComponentExporter
{
//! Generates a destination file path for exporting material source data
AZStd::string GetExportPathByAssetId(const AZ::Data::AssetId& assetId, const AZStd::string& materialSlotName);
class ExportItem
{
public:
//! @param originalAssetId AssetId of the original built-in material, which will be exported.
//! @param materialSlotName The name of the material slot will be used as part of the exported file name.
ExportItem(AZ::Data::AssetId originalAssetId, const AZStd::string& materialSlotName)
: m_originalAssetId(originalAssetId)
, m_materialSlotName(materialSlotName)
{}
void SetEnabled(bool enabled) { m_enabled = enabled; }
void SetExists(bool exists) { m_exists = exists; }
void SetOverwrite(bool overwrite) { m_overwrite = overwrite; }
void SetExportPath(const AZStd::string& exportPath) { m_exportPath = exportPath; }
bool GetEnabled() const { return m_enabled; }
bool GetExists() const { return m_exists; }
bool GetOverwrite() const { return m_overwrite; }
const AZStd::string& GetExportPath() const { return m_exportPath; }
AZ::Data::AssetId GetOriginalAssetId() const { return m_originalAssetId; }
const AZStd::string& GetMaterialSlotName() const { return m_materialSlotName; }
private:
bool m_enabled = true;
bool m_exists = false;
bool m_overwrite = false;
AZStd::string m_exportPath;
AZ::Data::AssetId m_originalAssetId; //!< AssetId of the original built-in material, which will be exported.
AZStd::string m_materialSlotName;
};
using ExportItemsContainer = AZStd::vector<ExportItem>;
//! Generates and opens a dialog for configuring material data export paths and actions.
//! Note this will not modify the m_originalAssetId field in each ExportItem.
bool OpenExportDialog(ExportItemsContainer& exportItems);
//! Attemts to construct and save material source data from a product asset
bool ExportMaterialSourceData(const ExportItem& exportItem);
} // namespace EditorMaterialComponentExporter
} // namespace Render
} // namespace AZ