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437 lines
18 KiB
C++
437 lines
18 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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#include "UiGameEntityContext.h"
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#include <AzCore/Serialization/Utils.h>
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#include <LyShine/Bus/UiCanvasBus.h>
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#include <LyShine/Bus/UiElementBus.h>
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#include <LyShine/Bus/UiTransformBus.h>
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#include <LyShine/Bus/UiTransform2dBus.h>
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#include <LyShine/UiComponentTypes.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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UiGameEntityContext::UiGameEntityContext(AZ::EntityId canvasEntityId)
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: m_canvasEntityId(canvasEntityId)
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{
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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UiGameEntityContext::~UiGameEntityContext()
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{
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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bool UiGameEntityContext::HandleLoadedRootSliceEntity(AZ::Entity* rootEntity, bool remapIds, AZ::SliceComponent::EntityIdToEntityIdMap* idRemapTable)
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{
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AZ_Assert(m_entityOwnershipService->IsInitialized(), "The context has not been initialized.");
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bool rootEntityReloadSuccessful = false;
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AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(rootEntityReloadSuccessful, GetContextId(),
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&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::HandleRootEntityReloadedFromStream, rootEntity, remapIds, idRemapTable);
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if (!rootEntityReloadSuccessful)
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{
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return false;
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}
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AZ::SliceComponent::EntityList entities;
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m_entityOwnershipService->GetAllEntities(entities);
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AzFramework::SliceEntityOwnershipServiceRequestBus::Event(GetContextId(),
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&AzFramework::SliceEntityOwnershipServiceRequests::SetIsDynamic, true);
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InitializeEntities(entities);
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return true;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AZ::Entity* UiGameEntityContext::CreateUiEntity(const char* name)
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{
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AZ::Entity* entity = CreateEntity(name);
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if (entity)
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{
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// we don't currently do anything extra here, UI entities are not automatically
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// Init'ed and Activate'd when they are created. We wait until the required components
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// are added before Init and Activate
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}
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return entity;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiGameEntityContext::AddUiEntity(AZ::Entity* entity)
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{
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AZ_Assert(entity, "Supplied entity is invalid.");
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AddEntity(entity);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiGameEntityContext::AddUiEntities(const AzFramework::EntityList& entities)
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{
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for (AZ::Entity* entity : entities)
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{
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AZ_Assert(!AzFramework::EntityIdContextQueryBus::MultiHandler::BusIsConnectedId(entity->GetId()), "Entity already in context.");
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AzFramework::RootSliceAsset rootSliceAsset;
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AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(rootSliceAsset, GetContextId(),
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&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::GetRootAsset);
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rootSliceAsset->GetComponent()->AddEntity(entity);
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}
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m_entityOwnershipService->HandleEntitiesAdded(entities);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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bool UiGameEntityContext::CloneUiEntities(const AZStd::vector<AZ::EntityId>& sourceEntities, AzFramework::EntityList& resultEntities)
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{
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resultEntities.clear();
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AZ::SliceComponent::InstantiatedContainer sourceObjects(false);
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for (const AZ::EntityId& id : sourceEntities)
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{
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AZ::Entity* entity = nullptr;
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EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, id);
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if (entity)
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{
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sourceObjects.m_entities.push_back(entity);
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}
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}
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AZ::SliceComponent::EntityIdToEntityIdMap idMap;
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AZ::SliceComponent::InstantiatedContainer* clonedObjects =
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AZ::IdUtils::Remapper<AZ::EntityId>::CloneObjectAndGenerateNewIdsAndFixRefs(&sourceObjects, idMap);
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if (!clonedObjects)
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{
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AZ_Error("UiEntityContext", false, "Failed to clone source entities.");
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return false;
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}
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resultEntities = clonedObjects->m_entities;
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AddUiEntities(resultEntities);
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clonedObjects->m_deleteEntitiesOnDestruction = false;
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delete clonedObjects;
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return true;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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bool UiGameEntityContext::DestroyUiEntity(AZ::EntityId entityId)
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{
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return EntityContext::DestroyEntityById(entityId);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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bool UiGameEntityContext::DestroyEntity(AZ::Entity* entity)
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{
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AZ_Assert(entity, "Invalid entity passed to DestroyEntity");
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AZ_Assert(m_entityOwnershipService->IsInitialized(), "The context has not been initialized.");
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AzFramework::EntityContextId owningContextId = AzFramework::EntityContextId::CreateNull();
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EBUS_EVENT_ID_RESULT(owningContextId, entity->GetId(), AzFramework::EntityIdContextQueryBus, GetOwningContextId);
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AZ_Assert(owningContextId == m_contextId, "Entity does not belong to this context, and therefore can not be safely destroyed by this context.");
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if (owningContextId == m_contextId)
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{
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HandleEntitiesRemoved({ entity->GetId() });
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AzFramework::RootSliceAsset rootSliceAsset;
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AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(rootSliceAsset, GetContextId(),
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&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::GetRootAsset);
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rootSliceAsset->GetComponent()->RemoveEntity(entity);
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return true;
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}
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return false;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiGameEntityContext::InitUiContext()
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{
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m_entityOwnershipService = AZStd::make_unique<AzFramework::SliceEntityOwnershipService>(GetContextId(), GetSerializeContext());
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InitContext();
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m_entityOwnershipService->InstantiateAllPrefabs();
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UiEntityContextRequestBus::Handler::BusConnect(GetContextId());
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UiGameEntityContextBus::Handler::BusConnect(GetContextId());
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiGameEntityContext::DestroyUiContext()
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{
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UiEntityContextRequestBus::Handler::BusDisconnect();
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UiGameEntityContextBus::Handler::BusDisconnect();
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DestroyContext();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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bool UiGameEntityContext::SaveToStreamForGame(AZ::IO::GenericStream& stream, AZ::DataStream::StreamType streamType)
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{
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AzFramework::RootSliceAsset rootSliceAsset;
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AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(rootSliceAsset, GetContextId(),
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&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::GetRootAsset);
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if (!rootSliceAsset)
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{
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return false;
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}
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AZ::Entity* rootSliceEntity = rootSliceAsset->GetEntity();
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return AZ::Utils::SaveObjectToStream<AZ::Entity>(stream, streamType, rootSliceEntity);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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bool UiGameEntityContext::SaveCanvasEntityToStreamForGame(AZ::Entity* canvasEntity, AZ::IO::GenericStream& stream, AZ::DataStream::StreamType streamType)
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{
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if (!canvasEntity)
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{
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return false;
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}
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return AZ::Utils::SaveObjectToStream<AZ::Entity>(stream, streamType, canvasEntity);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiGameEntityContext::OnContextEntitiesAdded(const AzFramework::EntityList& entities)
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{
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EntityContext::OnContextEntitiesAdded(entities);
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InitializeEntities(entities);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiGameEntityContext::InitializeEntities(const AzFramework::EntityList& entities)
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{
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// UI entities are now automatically activated on creation
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for (AZ::Entity* entity : entities)
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{
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if (entity->GetState() == AZ::Entity::State::Constructed)
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{
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entity->Init();
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}
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}
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for (AZ::Entity* entity : entities)
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{
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if (entity->GetState() == AZ::Entity::State::Init)
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{
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entity->Activate();
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool UiGameEntityContext::ValidateEntitiesAreValidForContext(const AzFramework::EntityList& entities)
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{
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// All entities in a slice being instantiated in the UI editor should
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// have the UiElementComponent on them.
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for (AZ::Entity* entity : entities)
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{
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if (!entity->FindComponent(LyShine::UiElementComponentUuid))
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{
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return false;
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}
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}
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return true;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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AzFramework::SliceInstantiationTicket UiGameEntityContext::InstantiateDynamicSlice(
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const AZ::Data::Asset<AZ::Data::AssetData>& sliceAsset, const AZ::Vector2& position, bool isViewportPosition,
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AZ::Entity* parent, const AZ::IdUtils::Remapper<AZ::EntityId>::IdMapper& customIdMapper)
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{
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if (sliceAsset.GetId().IsValid())
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{
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AzFramework::SliceInstantiationTicket ticket;
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AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(ticket, GetContextId(),
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&AzFramework::SliceEntityOwnershipServiceRequests::InstantiateSlice, sliceAsset, customIdMapper, nullptr);
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if (ticket.IsValid())
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{
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auto it = m_instantiatingDynamicSlices.emplace(ticket, InstantiatingDynamicSlice(sliceAsset, position, isViewportPosition, parent));
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bool inserted = it.second;
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AZ_Error("UiEntityContext", inserted, "InstantiateDynamicSlice failed because the key already exists.");
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if (inserted)
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{
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AzFramework::SliceInstantiationResultBus::MultiHandler::BusConnect(ticket);
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return ticket;
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}
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}
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}
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return AzFramework::SliceInstantiationTicket();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiGameEntityContext::OnSlicePreInstantiate(const AZ::Data::AssetId& sliceAssetId, const AZ::SliceComponent::SliceInstanceAddress& sliceAddress)
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{
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const AzFramework::SliceInstantiationTicket ticket = *AzFramework::SliceInstantiationResultBus::GetCurrentBusId();
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auto instantiatingIter = m_instantiatingDynamicSlices.find(ticket);
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if (instantiatingIter != m_instantiatingDynamicSlices.end())
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{
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const AZ::SliceComponent::EntityList& entities = sliceAddress.GetInstance()->GetInstantiated()->m_entities;
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// If the context was loaded from a stream and Ids were remapped, fix up entity Ids in that slice that
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// point to entities in the stream (i.e. level entities).
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AZ::SliceComponent::EntityIdToEntityIdMap loadedEntityIdMap;
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AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(loadedEntityIdMap, GetContextId(),
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&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::GetLoadedEntityIdMap);
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if (!loadedEntityIdMap.empty())
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{
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AZ::SliceComponent::InstantiatedContainer instanceEntities(false);
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instanceEntities.m_entities = entities;
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AZ::IdUtils::Remapper<AZ::EntityId>::RemapIds(&instanceEntities,
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[this](const AZ::EntityId& originalId, bool isEntityId, const AZStd::function<AZ::EntityId()>&) -> AZ::EntityId
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{
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if (!isEntityId)
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{
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AZ::SliceComponent::EntityIdToEntityIdMap loadedEntityIdMap;
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AzFramework::SliceEntityOwnershipServiceRequestBus::EventResult(loadedEntityIdMap, GetContextId(),
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&AzFramework::SliceEntityOwnershipServiceRequestBus::Events::GetLoadedEntityIdMap);
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auto iter = loadedEntityIdMap.find(originalId);
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if (iter != loadedEntityIdMap.end())
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{
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return iter->second;
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}
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}
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return originalId;
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}, m_serializeContext, false);
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}
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EBUS_EVENT_ID(ticket, UiGameEntityContextSliceInstantiationResultsBus, OnEntityContextSlicePreInstantiate, sliceAssetId, sliceAddress);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiGameEntityContext::OnSliceInstantiated(const AZ::Data::AssetId& sliceAssetId, const AZ::SliceComponent::SliceInstanceAddress& instance)
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{
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const AzFramework::SliceInstantiationTicket ticket = *AzFramework::SliceInstantiationResultBus::GetCurrentBusId();
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AzFramework::SliceInstantiationResultBus::MultiHandler::BusDisconnect(ticket);
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auto instantiatingIter = m_instantiatingDynamicSlices.find(ticket);
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if (instantiatingIter != m_instantiatingDynamicSlices.end())
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{
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InstantiatingDynamicSlice& instantiating = instantiatingIter->second;
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const AZ::SliceComponent::EntityList& entities = instance.GetInstance()->GetInstantiated()->m_entities;
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// It's possible that this dynamic slice only contains editor-only elements
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if (entities.empty())
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{
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return;
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}
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// Create a set of all the top-level entities.
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AZStd::unordered_set<AZ::Entity*> topLevelEntities;
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for (AZ::Entity* entity : entities)
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{
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topLevelEntities.insert(entity);
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}
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// remove anything from the topLevelEntities set that is referenced as the child of another element in the list
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for (AZ::Entity* entity : entities)
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{
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LyShine::EntityArray children;
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EBUS_EVENT_ID_RESULT(children, entity->GetId(), UiElementBus, GetChildElements);
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for (auto child : children)
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{
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topLevelEntities.erase(child);
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}
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}
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// This can be null is nothing is selected. That is OK, the usage of it below treats that as meaning
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// add as a child of the root element.
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AZ::Entity* parent = instantiating.m_parent;
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// Now topLevelElements contains all of the top-level elements in the set of newly instantiated entities
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// Copy the topLevelEntities set into a list
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LyShine::EntityArray entitiesToInit;
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for (auto entity : topLevelEntities)
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{
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entitiesToInit.push_back(entity);
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}
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// There must be at least one element
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AZ_Assert(entitiesToInit.size() >= 1, "There must be at least one top-level entity in a UI slice.");
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// Initialize the internal parent pointers and the canvas pointer in the elements
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// We do this before adding the elements, otherwise the GetUniqueChildName code in FixupCreatedEntities will
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// already see the new elements and think the names are not unique
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EBUS_EVENT_ID(m_canvasEntityId, UiCanvasBus, FixupCreatedEntities, entitiesToInit, true, parent);
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// Add all of the top-level entities as children of the parent
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for (auto entity : topLevelEntities)
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{
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EBUS_EVENT_ID(m_canvasEntityId, UiCanvasBus, AddElement, entity, parent, nullptr);
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}
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// Here we adjust the position of the instantiated entities. Depending on how the dynamic slice
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// was spawned we position it at a viewport position or a relative position.
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if (instantiating.m_isViewportPosition)
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{
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const AZ::Vector2& desiredViewportPosition = instantiating.m_position;
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AZ::Entity* rootElement = entitiesToInit[0];
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// Transform pivot position to canvas space
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AZ::Vector2 pivotPos;
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EBUS_EVENT_ID_RESULT(pivotPos, rootElement->GetId(), UiTransformBus, GetCanvasSpacePivotNoScaleRotate);
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// Transform destination position to canvas space
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AZ::Matrix4x4 transformFromViewport;
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EBUS_EVENT_ID(rootElement->GetId(), UiTransformBus, GetTransformFromViewport, transformFromViewport);
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AZ::Vector3 destPos3 = transformFromViewport * AZ::Vector3(desiredViewportPosition.GetX(), desiredViewportPosition.GetY(), 0.0f);
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AZ::Vector2 destPos(destPos3.GetX(), destPos3.GetY());
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AZ::Vector2 offsetDelta = destPos - pivotPos;
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// Adjust offsets on all top level elements
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for (auto entity : entitiesToInit)
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{
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UiTransform2dInterface::Offsets offsets;
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EBUS_EVENT_ID_RESULT(offsets, entity->GetId(), UiTransform2dBus, GetOffsets);
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EBUS_EVENT_ID(entity->GetId(), UiTransform2dBus, SetOffsets, offsets + offsetDelta);
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}
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}
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else if (!instantiating.m_position.IsZero())
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{
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AZ::Entity* rootElement = entitiesToInit[0];
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EBUS_EVENT_ID(rootElement->GetId(), UiTransformBus, MoveLocalPositionBy, instantiating.m_position);
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}
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// must erase this in case our instantiate calls trigger a slice spawn which would invalid this iterator.
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m_instantiatingDynamicSlices.erase(instantiatingIter);
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// This allows the UiSpawnerComponent to respond after the entities have been activated and fixed up
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EBUS_EVENT_ID(ticket, UiGameEntityContextSliceInstantiationResultsBus, OnEntityContextSliceInstantiated, sliceAssetId, instance);
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EBUS_EVENT(UiGameEntityContextNotificationBus, OnSliceInstantiated, sliceAssetId, instance, ticket);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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void UiGameEntityContext::OnSliceInstantiationFailed(const AZ::Data::AssetId& sliceAssetId)
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{
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const AzFramework::SliceInstantiationTicket ticket = *AzFramework::SliceInstantiationResultBus::GetCurrentBusId();
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AzFramework::SliceInstantiationResultBus::MultiHandler::BusDisconnect(ticket);
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if (m_instantiatingDynamicSlices.erase(ticket) > 0)
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{
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EBUS_EVENT_ID(ticket, UiGameEntityContextSliceInstantiationResultsBus, OnEntityContextSliceInstantiationFailed, sliceAssetId);
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EBUS_EVENT(UiGameEntityContextNotificationBus, OnSliceInstantiationFailed, sliceAssetId, ticket);
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}
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}
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