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68 lines
2.9 KiB
C++
68 lines
2.9 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/std/string/string.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/Asset/AssetCommon.h>
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namespace AZ
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{
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namespace Render
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{
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namespace EditorMaterialComponentExporter
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{
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//! Generates a destination file path for exporting material source data
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AZStd::string GetExportPathByAssetId(const AZ::Data::AssetId& assetId, const AZStd::string& materialSlotName);
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class ExportItem
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{
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public:
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//! @param originalAssetId AssetId of the original built-in material, which will be exported.
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//! @param materialSlotName The name of the material slot will be used as part of the exported file name.
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ExportItem(AZ::Data::AssetId originalAssetId, const AZStd::string& materialSlotName)
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: m_originalAssetId(originalAssetId)
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, m_materialSlotName(materialSlotName)
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{}
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void SetEnabled(bool enabled) { m_enabled = enabled; }
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void SetExists(bool exists) { m_exists = exists; }
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void SetOverwrite(bool overwrite) { m_overwrite = overwrite; }
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void SetExportPath(const AZStd::string& exportPath) { m_exportPath = exportPath; }
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bool GetEnabled() const { return m_enabled; }
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bool GetExists() const { return m_exists; }
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bool GetOverwrite() const { return m_overwrite; }
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const AZStd::string& GetExportPath() const { return m_exportPath; }
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AZ::Data::AssetId GetOriginalAssetId() const { return m_originalAssetId; }
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const AZStd::string& GetMaterialSlotName() const { return m_materialSlotName; }
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private:
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bool m_enabled = true;
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bool m_exists = false;
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bool m_overwrite = false;
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AZStd::string m_exportPath;
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AZ::Data::AssetId m_originalAssetId; //!< AssetId of the original built-in material, which will be exported.
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AZStd::string m_materialSlotName;
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};
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using ExportItemsContainer = AZStd::vector<ExportItem>;
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//! Generates and opens a dialog for configuring material data export paths and actions.
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//! Note this will not modify the m_originalAssetId field in each ExportItem.
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bool OpenExportDialog(ExportItemsContainer& exportItems);
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//! Attemts to construct and save material source data from a product asset
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bool ExportMaterialSourceData(const ExportItem& exportItem);
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} // namespace EditorMaterialComponentExporter
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} // namespace Render
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} // namespace AZ
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