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o3de/Code/Tools/SceneAPI/SceneData/Rules/ScriptProcessorRule.cpp

52 lines
2.3 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 <AzCore/RTTI/ReflectContext.h>
#include <AzCore/Memory/SystemAllocator.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <SceneAPI/SceneData/Rules/ScriptProcessorRule.h>
namespace AZ
{
// Enum types must have a TypeId tied to it in order for the reflection to succeed.
AZ_TYPE_INFO_SPECIALIZE(SceneAPI::DataTypes::ScriptProcessorFallbackLogic, "{3DCABF3D-E8EF-43E7-B3C7-373E05825F60}");
namespace SceneAPI
{
namespace SceneData
{
void ScriptProcessorRule::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<ScriptProcessorRule, DataTypes::IScriptProcessorRule>()->Version(2)
->Field("scriptFilename", &ScriptProcessorRule::m_scriptFilename)
->Field("fallbackLogic", &ScriptProcessorRule::m_fallbackLogic);
serializeContext->Enum<DataTypes::ScriptProcessorFallbackLogic>()
->Value("FailBuild", DataTypes::ScriptProcessorFallbackLogic::FailBuild)
->Value("ContinueBuild", DataTypes::ScriptProcessorFallbackLogic::ContinueBuild);
AZ::EditContext* editContext = serializeContext->GetEditContext();
if (editContext)
{
editContext->Class<ScriptProcessorRule>("ScriptProcessorRule", "Script rule settings to process a scene asset file")
->ClassElement(Edit::ClassElements::EditorData, "")
->Attribute("AutoExpand", true)
->Attribute(AZ::Edit::Attributes::NameLabelOverride, "")
->DataElement(0, &ScriptProcessorRule::m_scriptFilename, "scriptFilename",
"Relative path to scene processor Python script.");
}
}
}
} // SceneData
} // SceneAPI
} // AZ