55 lines
2.5 KiB
C++
55 lines
2.5 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include "ComponentAssetHelpers.h"
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namespace ComponentHelpers
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{
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using EntityComponentPair = AZStd::pair<AZ::EntityId, AZ::TypeId>;
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QList<QAction*> CreateAddComponentActions(HierarchyWidget* hierarchy,
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QTreeWidgetItemRawPtrQList& selectedItems,
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QWidget* parent);
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QAction* CreateRemoveComponentsAction(QWidget* parent);
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void UpdateRemoveComponentsAction(QAction* action);
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QAction* CreateCutComponentsAction(QWidget* parent);
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void UpdateCutComponentsAction(QAction* action);
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QAction* CreateCopyComponentsAction(QWidget* parent);
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void UpdateCopyComponentsAction(QAction* action);
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QAction* CreatePasteComponentsAction(QWidget* parent);
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void UpdatePasteComponentsAction(QAction* action);
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//! Returns whether a list of components can be added to all currently selected entities
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bool CanAddComponentsToSelectedEntities(const AZStd::vector<AZ::TypeId>& componentTypes,
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EntityComponentPair* firstIncompatibleComponentType = nullptr);
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//! Add a list of components to all currently selected entities and assign the components a primary asset
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void AddComponentsWithAssetToSelectedEntities(const ComponentAssetHelpers::ComponentAssetPairs& componentAssetPairs);
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//! Returns whether a list of components can be added to a specified entity
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bool CanAddComponentsToEntity(const AZStd::vector<AZ::TypeId>& componentTypes,
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const AZ::EntityId& entityId,
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EntityComponentPair* firstIncompatibleComponentType = nullptr);
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//! Add a list of components to a specified entity and assign the components a primary asset
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void AddComponentsWithAssetToEntity(const ComponentAssetHelpers::ComponentAssetPairs& componentAssetPairs, const AZ::EntityId& entityId);
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struct ComponentTypeData
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{
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const AZ::SerializeContext::ClassData* classData;
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bool isLyShineComponent;
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};
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AZStd::vector<ComponentTypeData> GetAllComponentTypesThatCanAppearInAddComponentMenu();
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} // namespace ComponentHelpers
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