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o3de/Gems/LyShine/Code/Editor/AssetTreeEntry.h
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2021-04-23 09:43:40 -07:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/std/string/string.h>
#include <AzCore/std/containers/map.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzToolsFramework/AssetBrowser/Search/Filter.h>
#include <QString>
namespace AzToolsFramework
{
namespace AssetBrowser
{
class AssetBrowserEntry;
}
}
//! UISliceLibraryFilter locates all of the UI slices so that they can be instantiated via "Element from Slice Library" menu function
class UISliceLibraryFilter
: public AzToolsFramework::AssetBrowser::AssetBrowserEntryFilter
{
public:
UISliceLibraryFilter(const AZ::Data::AssetType& assetType, const char* pathToSearch);
~UISliceLibraryFilter() override = default;
protected:
QString GetNameInternal() const override;
bool MatchInternal(const AzToolsFramework::AssetBrowser::AssetBrowserEntry* entry) const override;
private:
AZ::Data::AssetType m_assetType;
AZStd::string m_pathToSearch;
};
////////////////////////////////////////////////////////////////////////////////////////////////////
//! Class to build and represent a hierarchical tree view of files and folders containing
//! assets of a given type under a given path
class AssetTreeEntry
{
public: // types
using FolderMap = AZStd::map<AZStd::string, AssetTreeEntry*>;
using FileMap = AZStd::map<AZStd::string, AZ::Data::AssetId>;
public: // methods
~AssetTreeEntry();
static AssetTreeEntry* BuildAssetTree(const AZ::Data::AssetType& assetType, const AZStd::string& pathToSearch);
public: // data
FileMap m_files;
FolderMap m_folders;
protected:
void Insert(const AZStd::string& path, const AZStd::string& menuName, const AZ::Data::AssetId& assetId);
};