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o3de/Code/Editor/AssetEditor/AssetEditorRequestsHandler.cpp

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