AssetEditorWindow.cpp 5.5 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include "EditorDefs.h"
  9. #include "AssetEditorWindow.h"
  10. // Qt
  11. #include <QMessageBox>
  12. // AzCore
  13. #include <AzCore/Asset/AssetManager.h>
  14. #include <AzCore/UserSettings/UserSettingsComponent.h>
  15. #include <AzCore/Utils/Utils.h>
  16. // AzToolsFramework
  17. #include <AzToolsFramework/API/ToolsApplicationAPI.h>
  18. #include <AzToolsFramework/API/ViewPaneOptions.h>
  19. // Editor
  20. #include "LyViewPaneNames.h"
  21. AZ_PUSH_DISABLE_DLL_EXPORT_MEMBER_WARNING
  22. #include <AssetEditor/ui_AssetEditorWindow.h>
  23. AZ_POP_DISABLE_DLL_EXPORT_MEMBER_WARNING
  24. namespace AssetEditorUtils
  25. {
  26. AssetEditorWindow* CreateAssetEditorWithAsset(const AZ::Data::Asset<AZ::Data::AssetData> assetRef)
  27. {
  28. AssetEditorWindow* assetEditorWindow = new AssetEditorWindow();
  29. if (auto assetsWindowsToRestore = AZ::UserSettings::CreateFind<AzToolsFramework::AssetEditor::AssetEditorWindowSettings>(AZ::Crc32(AzToolsFramework::AssetEditor::AssetEditorWindowSettings::s_name), AZ::UserSettings::CT_GLOBAL))
  30. {
  31. assetsWindowsToRestore->m_openAssets.emplace(assetRef);
  32. }
  33. AZ::UserSettingsComponentRequestBus::Broadcast(&AZ::UserSettingsComponentRequestBus::Events::Save);
  34. auto&& loadedAsset = AZ::Data::AssetManager::Instance().GetAsset(assetRef.GetId(), assetRef.GetType(), assetRef.GetAutoLoadBehavior());
  35. loadedAsset.BlockUntilLoadComplete();
  36. assetEditorWindow->OpenAsset(loadedAsset);
  37. return assetEditorWindow;
  38. }
  39. }
  40. AssetEditorWindow::AssetEditorWindow(QWidget* parent)
  41. : QWidget(parent)
  42. , m_ui(new Ui::AssetEditorWindowClass())
  43. {
  44. using namespace AzToolsFramework::AssetEditor;
  45. m_ui->setupUi(this);
  46. connect(m_ui->m_assetEditorWidget, &AssetEditorWidget::OnAssetSaveFailedSignal, this, &AssetEditorWindow::OnAssetSaveFailed);
  47. connect(m_ui->m_assetEditorWidget, &AssetEditorWidget::OnAssetOpenedSignal, this, &AssetEditorWindow::OnAssetOpened);
  48. BusConnect();
  49. }
  50. AssetEditorWindow::~AssetEditorWindow()
  51. {
  52. using namespace AzToolsFramework::AssetEditor;
  53. BusDisconnect();
  54. }
  55. void AssetEditorWindow::RegisterViewClass(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
  56. {
  57. AzToolsFramework::ViewPaneOptions options;
  58. options.showInMenu = false;
  59. auto& assetName = asset.GetHint();
  60. const char* paneName = assetName.c_str();
  61. AzToolsFramework::RegisterViewPane<AssetEditorWindow>(paneName, LyViewPane::CategoryTools, options, [asset](QWidget*) {return AssetEditorUtils::CreateAssetEditorWithAsset(asset); });
  62. }
  63. void AssetEditorWindow::CreateAsset(const AZ::Data::AssetType& assetType, const AZ::Uuid& interestedComponentId)
  64. {
  65. m_ui->m_assetEditorWidget->CreateAsset(assetType, interestedComponentId);
  66. }
  67. void AssetEditorWindow::OpenAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
  68. {
  69. m_ui->m_assetEditorWidget->OpenAsset(asset);
  70. }
  71. void AssetEditorWindow::OpenAssetById(const AZ::Data::AssetId assetId)
  72. {
  73. AZ::Data::Asset<AZ::Data::AssetData> asset = AZ::Data::AssetManager::Instance().GetAsset<AZ::Data::AssetData>(assetId, AZ::Data::AssetLoadBehavior::NoLoad);
  74. OpenAsset(asset);
  75. }
  76. void AssetEditorWindow::SaveAssetAs(const AZStd::string_view assetPath)
  77. {
  78. if (assetPath.empty())
  79. {
  80. AZ_Warning("Asset Editor", false, "Could not save asset to empty path.");
  81. return;
  82. }
  83. AZ::IO::FixedMaxPath projectSourcePath = AZ::Utils::GetProjectPath();
  84. projectSourcePath /= "Assets";
  85. projectSourcePath /= assetPath;
  86. QDir dir(projectSourcePath.c_str());
  87. if (!dir.exists())
  88. {
  89. auto result = AZ::IO::SystemFile::CreateDir(projectSourcePath.c_str());
  90. if (!result)
  91. {
  92. AZ_Error("Script Canvas", false, "Failed to make new folder: %s", projectSourcePath.c_str());
  93. return;
  94. }
  95. }
  96. if (!m_ui->m_assetEditorWidget->SaveAssetToPath(projectSourcePath.Native()))
  97. {
  98. AZ_Warning("Asset Editor", false, "File was not saved correctly via SaveAssetAs.");
  99. }
  100. }
  101. void AssetEditorWindow::RegisterViewClass()
  102. {
  103. AzToolsFramework::ViewPaneOptions options;
  104. options.preferedDockingArea = Qt::NoDockWidgetArea;
  105. options.showOnToolsToolbar = true;
  106. options.toolbarIcon = ":/Menu/asset_editor.svg";
  107. AzToolsFramework::RegisterViewPane<AssetEditorWindow>(LyViewPane::AssetEditor, LyViewPane::CategoryTools, options);
  108. }
  109. void AssetEditorWindow::OnAssetOpened(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
  110. {
  111. if (asset)
  112. {
  113. AZStd::string assetPath;
  114. AZStd::string assetName;
  115. AZStd::string extension;
  116. AZ::Data::AssetCatalogRequestBus::BroadcastResult(assetPath, &AZ::Data::AssetCatalogRequests::GetAssetPathById, asset.GetId());
  117. AzFramework::StringFunc::Path::Split(assetPath.c_str(), nullptr, nullptr, &assetName, &extension);
  118. AZStd::string windowTitle = asset.GetHint();
  119. qobject_cast<QWidget*>(parent())->setWindowTitle(tr(windowTitle.c_str()));
  120. }
  121. else
  122. {
  123. qobject_cast<QWidget*>(parent())->setWindowTitle(tr("Asset Editor"));
  124. }
  125. }
  126. void AssetEditorWindow::closeEvent(QCloseEvent* event)
  127. {
  128. if (!m_ui->m_assetEditorWidget->SaveAllAndClose())
  129. {
  130. event->ignore();
  131. }
  132. }
  133. void AssetEditorWindow::OnAssetSaveFailed(const AZStd::string& error)
  134. {
  135. QMessageBox::warning(this, tr("Unable to Save Asset"),
  136. tr(error.c_str()), QMessageBox::Ok, QMessageBox::Ok);
  137. }
  138. #include <AssetEditor/moc_AssetEditorWindow.cpp>