b5e87d3601
- Uses ToolsApplication instead of ComponentApplication so that built-in Editor components are recognized and read in correctly - Starts up all the DynamicModules immediately so that the System Components are activated, which registers asset handlers and allows asset references to serialize in correctly - Adds a -specialization command-line flag to specify which project specialization to use (editor, game, etc) - Removes the filter to ignore unknown classes since they should all now be "known" - Adds a few gem autoload flags and a null thumbnail service so that Qt and Python systems can be skipped, as they aren't needed for the data conversions and would bring additional overhead and complications
39 lines
1.3 KiB
C++
39 lines
1.3 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 <AzToolsFramework/Application/ToolsApplication.h>
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#include <AzCore/IO/Path/Path.h>
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namespace AZ
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{
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namespace SerializeContextTools
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{
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class Application final
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: public AzToolsFramework::ToolsApplication
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{
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public:
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Application(int argc, char** argv);
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~Application() override = default;
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const char* GetConfigFilePath() const;
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AZ::ComponentTypeList GetRequiredSystemComponents() const override;
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protected:
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void SetSettingsRegistrySpecializations(AZ::SettingsRegistryInterface::Specializations& specializations) override;
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AZ::IO::FixedMaxPath m_configFilePath;
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};
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} // namespace SerializeContextTools
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} // namespace AZ
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