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69 lines
2.3 KiB
C++
69 lines
2.3 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project
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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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#include "EditorDefs.h"
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#include "AssetEditorRequestsHandler.h"
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// AzCore
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#include <AzCore/Asset/AssetManager.h>
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// Editor
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#include "AssetEditorWindow.h"
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#include "QtViewPaneManager.h"
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AssetEditorRequestsHandler::AssetEditorRequestsHandler()
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{
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AzToolsFramework::AssetEditor::AssetEditorRequestsBus::Handler::BusConnect();
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AzToolsFramework::EditorEvents::Bus::Handler::BusConnect();
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}
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AssetEditorRequestsHandler::~AssetEditorRequestsHandler()
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{
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AzToolsFramework::AssetEditor::AssetEditorRequestsBus::Handler::BusDisconnect();
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AzToolsFramework::EditorEvents::Bus::Handler::BusDisconnect();
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}
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void AssetEditorRequestsHandler::NotifyRegisterViews()
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{
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using namespace AzToolsFramework::AssetEditor;
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if (auto assetsWindowsToRestore = AZ::UserSettings::CreateFind<AssetEditorWindowSettings>(AZ::Crc32(AssetEditorWindowSettings::s_name), AZ::UserSettings::CT_GLOBAL))
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{
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//copy the current list and clear it since they will be re-added as we request to open them
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auto windowsToOpen = assetsWindowsToRestore->m_openAssets;
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assetsWindowsToRestore->m_openAssets.clear();
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for (auto&& assetRef : windowsToOpen)
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{
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AssetEditorWindow::RegisterViewClass(assetRef);
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}
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}
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}
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void AssetEditorRequestsHandler::CreateNewAsset(const AZ::Data::AssetType& assetType)
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{
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using namespace AzToolsFramework::AssetEditor;
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AzToolsFramework::OpenViewPane(LyViewPane::AssetEditor);
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AssetEditorWidgetRequestsBus::Broadcast(&AssetEditorWidgetRequests::CreateAsset, assetType);
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}
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void AssetEditorRequestsHandler::OpenAssetEditor(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
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{
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using namespace AzToolsFramework::AssetEditor;
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// Open the AssetEditor if it isn't open already.
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QtViewPaneManager::instance()->OpenPane(LyViewPane::AssetEditor, QtViewPane::OpenMode::RestoreLayout);
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AssetEditorWidgetRequestsBus::Broadcast(&AssetEditorWidgetRequests::OpenAsset, asset);
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}
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void AssetEditorRequestsHandler::OpenAssetEditorById(const AZ::Data::AssetId assetId)
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{
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AZ::Data::Asset<AZ::Data::AssetData> asset = AZ::Data::AssetManager::Instance().GetAsset<AZ::Data::AssetData>(assetId, AZ::Data::AssetLoadBehavior::NoLoad);
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OpenAssetEditor(asset);
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}
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