/* * 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. * */ #include "stdafx.h" #include "EditorCommon.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "UiEditorEntityContext.h" namespace Internal { void RemoveIncompatibleComponents(AZ::Entity* entity) { const AZ::Entity::ComponentArrayType components = entity->GetComponents(); AZ::Entity::ComponentArrayType validComponents; AZ::Entity::ComponentArrayType incompatibleComponents; AZ::ComponentDescriptor::DependencyArrayType incompatibleServices; AZ::ComponentDescriptor::DependencyArrayType providedServices; AZStd::string incompatibleNames; for (auto component : components) { AZ::ComponentDescriptor* testComponentDesc = nullptr; AZ::ComponentDescriptorBus::EventResult(testComponentDesc, azrtti_typeid(component), &AZ::ComponentDescriptorBus::Events::GetDescriptor); providedServices.clear(); testComponentDesc->GetProvidedServices(providedServices, component); bool isIncompatible = false; for (auto validComponent : validComponents) { AZ::ComponentDescriptor* validComponentDesc = nullptr; AZ::ComponentDescriptorBus::EventResult(validComponentDesc, azrtti_typeid(validComponent), &AZ::ComponentDescriptorBus::Events::GetDescriptor); incompatibleServices.clear(); validComponentDesc->GetIncompatibleServices(incompatibleServices, validComponent); auto foundItr = AZStd::find_first_of(incompatibleServices.begin(), incompatibleServices.end(), providedServices.begin(), providedServices.end()); if (foundItr != incompatibleServices.end()) { isIncompatible = true; break; } } if (isIncompatible) { incompatibleComponents.push_back(component); incompatibleNames.append(testComponentDesc->GetName()); incompatibleNames += '\n'; } else { validComponents.push_back(component); } } // Should be safe to remove components, because the entity hasn't been activated. for (auto componentToRemove : incompatibleComponents) { entity->RemoveComponent(componentToRemove); } AZ_Error("UiCanvas", incompatibleComponents.empty(), "The following incompatible component(s) are removed from the entity %s:\n%s", entity->GetName().c_str(), incompatibleNames.c_str()); } } //////////////////////////////////////////////////////////////////////////////////////////////////// UiEditorEntityContext::UiEditorEntityContext(EditorWindow* editorWindow) : m_editorWindow(editorWindow) , m_requiredEditorComponentTypes ({ azrtti_typeid() }) { } //////////////////////////////////////////////////////////////////////////////////////////////////// UiEditorEntityContext::~UiEditorEntityContext() { } //////////////////////////////////////////////////////////////////////////////////////////////////// bool UiEditorEntityContext::HandleLoadedRootSliceEntity(AZ::Entity* rootEntity, bool remapIds, AZ::SliceComponent::EntityIdToEntityIdMap* idRemapTable) { AZ_Assert(m_rootAsset, "The context has not been initialized."); if (!AzFramework::EntityContext::HandleLoadedRootSliceEntity(rootEntity, remapIds, idRemapTable)) { return false; } AZ::SliceComponent::EntityList entities; GetRootSlice()->GetEntities(entities); GetRootSlice()->SetIsDynamic(true); InitializeEntities(entities); return true; } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::InitUiContext() { InitContext(); GetRootSlice()->Instantiate(); UiEntityContextRequestBus::Handler::BusConnect(GetContextId()); UiEditorEntityContextRequestBus::Handler::BusConnect(GetContextId()); AzToolsFramework::EditorEntityContextPickingRequestBus::Handler::BusConnect(GetContextId()); } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::DestroyUiContext() { UiEditorEntityContextRequestBus::Handler::BusDisconnect(); UiEntityContextRequestBus::Handler::BusDisconnect(); AzToolsFramework::EditorEntityContextPickingRequestBus::Handler::BusDisconnect(); DestroyContext(); } //////////////////////////////////////////////////////////////////////////////////////////////////// bool UiEditorEntityContext::SaveToStreamForGame(AZ::IO::GenericStream& stream, AZ::DataStream::StreamType streamType) { AZ::SliceComponent::EntityList sourceEntities; GetRootSlice()->GetEntities(sourceEntities); // Create a source slice from our editor components. AZ::Entity* sourceSliceEntity = aznew AZ::Entity(); AZ::SliceComponent* sourceSliceData = sourceSliceEntity->CreateComponent(); AZ::Data::Asset sourceSliceAsset(aznew AZ::SliceAsset()); sourceSliceAsset.Get()->SetData(sourceSliceEntity, sourceSliceData); for (AZ::Entity* sourceEntity : sourceEntities) { sourceSliceData->AddEntity(sourceEntity); } // Emulate client flags. AZ::PlatformTagSet platformTags = { AZ_CRC("renderer", 0xf199a19c) }; // Compile the source slice into the runtime slice (with runtime components). AzToolsFramework::UiEditorOnlyEntityHandler uiEditorOnlyEntityHandler; AzToolsFramework::EditorOnlyEntityHandlers handlers = { &uiEditorOnlyEntityHandler, }; AzToolsFramework::SliceCompilationResult sliceCompilationResult = CompileEditorSlice(sourceSliceAsset, platformTags, *m_serializeContext, handlers); // Reclaim entities from the temporary source asset. for (AZ::Entity* sourceEntity : sourceEntities) { sourceSliceData->RemoveEntity(sourceEntity, false); } if (!sliceCompilationResult) { m_errorMessage = sliceCompilationResult.GetError(); return false; } // Export runtime slice representing the level, which is a completely flat list of entities. AZ::Data::Asset exportSliceAsset = sliceCompilationResult.GetValue(); AZ::Entity* exportSliceAssetEntity = exportSliceAsset.Get()->GetEntity(); const bool saveObjectSuccess = AZ::Utils::SaveObjectToStream(stream, streamType, exportSliceAssetEntity); AZ::SliceComponent* sliceComponent = exportSliceAssetEntity->FindComponent(); AZ::SliceComponent::EntityList sliceEntities; const bool getEntitiesSuccess = sliceComponent->GetEntities(sliceEntities); const bool sliceEntitiesValid = getEntitiesSuccess && sliceEntities.size() > 0; if (!sliceEntitiesValid) { AZ_Error("Save Runtime Stream", false, "Failed to export entities for runtime:\n%s", sliceCompilationResult.GetError().c_str()); return false; } return saveObjectSuccess; } //////////////////////////////////////////////////////////////////////////////////////////////////// bool UiEditorEntityContext::SaveCanvasEntityToStreamForGame(AZ::Entity* canvasEntity, AZ::IO::GenericStream& stream, AZ::DataStream::StreamType streamType) { AZ::Entity* sourceCanvasEntity = canvasEntity; AZ::Entity* exportCanvasEntity = aznew AZ::Entity(sourceCanvasEntity->GetName().c_str()); exportCanvasEntity->SetId(sourceCanvasEntity->GetId()); AZ_Assert(exportCanvasEntity, "Failed to create target entity \"%s\" for export.", sourceCanvasEntity->GetName().c_str()); EBUS_EVENT(AzToolsFramework::ToolsApplicationRequests::Bus, PreExportEntity, *sourceCanvasEntity, *exportCanvasEntity); // Export entity representing the canvas, which has only runtime components. AZ::Utils::SaveObjectToStream(stream, streamType, exportCanvasEntity); EBUS_EVENT(AzToolsFramework::ToolsApplicationRequests::Bus, PostExportEntity, *sourceCanvasEntity, *exportCanvasEntity); return true; } //////////////////////////////////////////////////////////////////////////////////////////////////// AZ::Entity* UiEditorEntityContext::CreateUiEntity(const char* name) { AZ::Entity* entity = CreateEntity(name); if (entity) { // we don't currently do anything extra here, UI entities are not automatically // Init'ed and Activate'd when they are created. We wait until the required components // are added before Init and Activate } return entity; } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::AddUiEntity(AZ::Entity* entity) { AZ_Assert(entity, "Supplied entity is invalid."); AddEntity(entity); } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::AddUiEntities(const AzFramework::EntityContext::EntityList& entities) { AZ::SliceAsset* rootSlice = m_rootAsset.Get(); for (AZ::Entity* entity : entities) { AZ_Assert(!AzFramework::EntityIdContextQueryBus::MultiHandler::BusIsConnectedId(entity->GetId()), "Entity already in context."); rootSlice->GetComponent()->AddEntity(entity); } HandleEntitiesAdded(entities); } //////////////////////////////////////////////////////////////////////////////////////////////////// bool UiEditorEntityContext::CloneUiEntities(const AZStd::vector& sourceEntities, AzFramework::EntityContext::EntityList& resultEntities) { resultEntities.clear(); AZ::SliceComponent::InstantiatedContainer sourceObjects(false); for (const AZ::EntityId& id : sourceEntities) { AZ::Entity* entity = nullptr; EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, id); if (entity) { sourceObjects.m_entities.push_back(entity); } } AZ::SliceComponent::EntityIdToEntityIdMap idMap; AZ::SliceComponent::InstantiatedContainer* clonedObjects = AZ::EntityUtils::CloneObjectAndFixEntities(&sourceObjects, idMap); if (!clonedObjects) { AZ_Error("UiEntityContext", false, "Failed to clone source entities."); return false; } resultEntities = clonedObjects->m_entities; AddUiEntities(resultEntities); clonedObjects->m_deleteEntitiesOnDestruction = false; delete clonedObjects; return true; } //////////////////////////////////////////////////////////////////////////////////////////////////// bool UiEditorEntityContext::DestroyUiEntity(AZ::EntityId entityId) { return DestroyEntityById(entityId); } //////////////////////////////////////////////////////////////////////////////////////////////////// bool UiEditorEntityContext::SupportsViewportEntityIdPicking() { return true; } //////////////////////////////////////////////////////////////////////////////////////////////////// AZ::SliceComponent::SliceInstanceAddress UiEditorEntityContext::CloneEditorSliceInstance( AZ::SliceComponent::SliceInstanceAddress sourceInstance) { return AZ::SliceComponent::SliceInstanceAddress(); } //////////////////////////////////////////////////////////////////////////////////////////////////// AzFramework::SliceInstantiationTicket UiEditorEntityContext::InstantiateEditorSlice(const AZ::Data::Asset& sliceAsset, AZ::Vector2 viewportPosition) { return InstantiateEditorSliceAtChildIndex(sliceAsset, viewportPosition, -1); } //////////////////////////////////////////////////////////////////////////////////////////////////// AzFramework::SliceInstantiationTicket UiEditorEntityContext::InstantiateEditorSliceAtChildIndex(const AZ::Data::Asset& sliceAsset, AZ::Vector2 viewportPosition, int childIndex) { if (sliceAsset.GetId().IsValid()) { InstantiatingEditorSliceParams instantiatingSliceParams(viewportPosition, childIndex); m_instantiatingSlices.push_back(AZStd::make_pair(sliceAsset, instantiatingSliceParams)); const AzFramework::SliceInstantiationTicket ticket = InstantiateSlice(sliceAsset); if (ticket) { AzFramework::SliceInstantiationResultBus::MultiHandler::BusConnect(ticket); } return ticket; } return AzFramework::SliceInstantiationTicket(); } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::RestoreSliceEntity(AZ::Entity* entity, const AZ::SliceComponent::EntityRestoreInfo& info) { AZ_Error("EditorEntityContext", info.m_assetId.IsValid(), "Invalid asset Id for entity restore."); // If asset isn't loaded when this request is made, we need to queue the load and process the request // when the asset is ready. Otherwise we'll immediately process the request when OnAssetReady is invoked // by the AssetBus connection policy. AZ::Data::Asset asset = AZ::Data::AssetManager::Instance().GetAsset(info.m_assetId, true); SliceEntityRestoreRequest request = {entity, info, asset}; m_queuedSliceEntityRestores.emplace_back(request); AZ::Data::AssetBus::MultiHandler::BusConnect(asset.GetId()); } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::QueueSliceReplacement(const char* targetPath, const AZStd::unordered_map& selectedToAssetMap, const AZStd::unordered_set& entitiesInSelection, AZ::Entity* commonParent, AZ::Entity* insertBefore) { AZ_Error("EditorEntityContext", m_queuedSliceReplacement.m_path.empty(), "A slice replacement is already on the queue."); m_queuedSliceReplacement.Setup(targetPath, selectedToAssetMap, entitiesInSelection, commonParent, insertBefore); AzFramework::AssetCatalogEventBus::Handler::BusConnect(); } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::DeleteElements(AzToolsFramework::EntityIdList elements) { // Deletes the specified elements using an undoable command if (elements.size() > 0) { HierarchyWidget* hierarchy = m_editorWindow->GetHierarchy(); // Get the list of currently selected entities so that we can attempt to restore that // after the delete (the undoable command currently only works on selected entities) QTreeWidgetItemRawPtrQList selection = hierarchy->selectedItems(); EntityHelpers::EntityIdList selectedEntities = SelectionHelpers::GetSelectedElementIds(hierarchy, selection, false); // Make sure elements still exist. There is a situation related to "Push to Slice" where an // element to be deleted may no longer exist. This occurs if a new child slice instance is // pushed to its parent slice, then "undo" is performed which brings back the child instance // that was deleted during the "Push to Slice" process, and then the recovered child instance // is pushed to its parent slice again elements.erase( AZStd::remove_if( elements.begin(), elements.end(), [](AZ::EntityId entityId) { AZ::Entity* entity = nullptr; EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, entityId); return !entity; }), elements.end()); if (elements.empty()) { return; } // Use an undoable command to delete the entities // The way the command is implemented depends upon selecting the items first HierarchyHelpers::SetSelectedItems(hierarchy, &elements); CommandHierarchyItemDelete::Push(m_editorWindow->GetActiveStack(), hierarchy, hierarchy->selectedItems()); // Attempt to set the selection back to what it was but first remove any items from the selected // list that no longer exist selectedEntities.erase( std::remove_if( selectedEntities.begin(), selectedEntities.end(), [](AZ::EntityId entityId) { AZ::Entity* entity = nullptr; EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, entityId); return !entity; }), selectedEntities.end()); HierarchyHelpers::SetSelectedItems(hierarchy, &selectedEntities); } } //////////////////////////////////////////////////////////////////////////////////////////////////// bool UiEditorEntityContext::HasPendingRequests() { if (!m_queuedSliceEntityRestores.empty()) { return true; } return false; } //////////////////////////////////////////////////////////////////////////////////////////////////// bool UiEditorEntityContext::IsInstantiatingSlices() { if (!m_instantiatingSlices.empty()) { return true; } return false; } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::DetachSliceEntities(const AzToolsFramework::EntityIdList& entities) { if (entities.empty()) { return; } for (const AZ::EntityId& entityId : entities) { AZ::SliceComponent::SliceInstanceAddress sliceAddress; EBUS_EVENT_ID_RESULT(sliceAddress, entityId, AzFramework::EntityIdContextQueryBus, GetOwningSlice); if (sliceAddress.IsValid()) { AZ::Entity* entity = nullptr; AZ::ComponentApplicationBus::BroadcastResult(entity, &AZ::ComponentApplicationRequests::FindEntity, entityId); AZ_Error("EditorEntityContext", entity, "Unable to find entity for EntityID %llu", entityId); if (entity) { if (sliceAddress.GetReference()->GetSliceComponent()->RemoveEntity(entityId, false)) // Remove from current slice instance without deleting { GetRootSlice()->AddEntity(entity); // Add back as loose entity } } } } } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::OnCatalogAssetAdded(const AZ::Data::AssetId& assetId) { if (m_queuedSliceReplacement.IsValid()) { AZStd::string relativePath; EBUS_EVENT_RESULT(relativePath, AZ::Data::AssetCatalogRequestBus, GetAssetPathById, assetId); if (AZStd::string::npos != AzFramework::StringFunc::Find(m_queuedSliceReplacement.m_path.c_str(), relativePath.c_str())) { AzFramework::AssetCatalogEventBus::Handler::BusDisconnect(); AZStd::unordered_set topLevelEntities; GetTopLevelEntities(m_queuedSliceReplacement.m_entitiesInSelection, topLevelEntities); // Request the slice instantiation. AZ::Data::Asset asset = AZ::Data::AssetManager::Instance().GetAsset(assetId, false); AZ::Vector2 viewportPosition(-1.0f, -1.0f); m_queuedSliceReplacement.m_ticket = InstantiateEditorSlice(asset, viewportPosition); } } } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::ResetContext() { // First deactivate all the entities, before calling the base class ResetContext which will // delete them all. // This helps us know that we do not need to maintain the cached pointers between the UiElementComponents // as individual elements are destroyed. AZ::SliceComponent::EntityList entities; bool result = GetRootSlice()->GetEntities(entities); if (result) { for (AZ::Entity* entity : entities) { if (entity->GetState() == AZ::Entity::ES_ACTIVE) { entity->Deactivate(); } } } // Now reset the context which will destroy all the entities EntityContext::ResetContext(); } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::OnSlicePreInstantiate(const AZ::Data::AssetId& sliceAssetId, const AZ::SliceComponent::SliceInstanceAddress& sliceAddress) { // For UI slices we don't need to do anything here. The main EditorEntityContextComponent // changes the transforms here. But we need the entities to be initialized and activated // before recalculating offsets so we do it in OnSliceInstantiated. } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::OnSliceInstantiated(const AZ::Data::AssetId& sliceAssetId, const AZ::SliceComponent::SliceInstanceAddress& sliceAddress) { const AzFramework::SliceInstantiationTicket ticket = *AzFramework::SliceInstantiationResultBus::GetCurrentBusId(); // If we got here by creating a new slice then we have extra work to do (deleting the old entities etc) AZ::Entity* insertBefore = nullptr; if (ticket == m_queuedSliceReplacement.m_ticket) { m_queuedSliceReplacement.Finalize(sliceAddress, m_editorWindow); // Select the common parent (the call to Finalize will have deleted the elements that were selected) m_editorWindow->GetHierarchy()->SetUniqueSelectionHighlight(m_queuedSliceReplacement.m_commonParent); insertBefore = m_queuedSliceReplacement.m_insertBefore; } AzFramework::SliceInstantiationResultBus::MultiHandler::BusDisconnect(ticket); // Close out the next ticket corresponding to this asset. for (auto instantiatingIter = m_instantiatingSlices.begin(); instantiatingIter != m_instantiatingSlices.end(); ++instantiatingIter) { if (instantiatingIter->first.GetId() == sliceAssetId) { const AZ::SliceComponent::EntityList& entities = sliceAddress.GetInstance()->GetInstantiated()->m_entities; if (entities.size() == 0) { // if there are no entities there was an error with the instantiation UiEditorEntityContextNotificationBus::Broadcast(&UiEditorEntityContextNotificationBus::Events::OnSliceInstantiationFailed, sliceAssetId, ticket); m_instantiatingSlices.erase(instantiatingIter); break; } // Initialize the new entities and create a set of all the top-level entities. AZStd::unordered_set topLevelEntities; for (AZ::Entity* entity : entities) { if (entity->GetState() == AZ::Entity::ES_CONSTRUCTED) { entity->Init(); } if (entity->GetState() == AZ::Entity::ES_INIT) { entity->Activate(); } topLevelEntities.insert(entity); } // remove anything from the topLevelEntities set that is referenced as the child of another element in the list for (AZ::Entity* entity : entities) { LyShine::EntityArray children; EBUS_EVENT_ID_RESULT(children, entity->GetId(), UiElementBus, GetChildElements); for (auto child : children) { topLevelEntities.erase(child); } } // This can be null if nothing is selected. That is OK, the usage of it below treats that as meaning // add as a child of the root element. AZ::Entity* parent = m_editorWindow->GetHierarchy()->CurrentSelectedElement(); int childIndex = instantiatingIter->second.m_childIndex; if (!insertBefore && childIndex >= 0) { if (parent) { EBUS_EVENT_ID_RESULT(insertBefore, parent->GetId(), UiElementBus, GetChildElement, childIndex); } else { EBUS_EVENT_ID_RESULT(insertBefore, m_editorWindow->GetCanvas(), UiCanvasBus, GetChildElement, childIndex); } } // Now topLevelElements contains all of the top-level elements in the set of newly instantiated entities // Copy the topLevelEntities set into a list LyShine::EntityArray entitiesToInit; for (auto entity : topLevelEntities) { entitiesToInit.push_back(entity); } // There must be at least one element AZ_Assert(entitiesToInit.size() >= 1, "There must be at least one top-level entity in a UI slice."); // Initialize the internal parent pointers and the canvas pointer in the elements // We do this before adding the elements, otherwise the GetUniqueChildName code in FixupCreatedEntities will // already see the new elements and think the names are not unique EBUS_EVENT_ID(m_editorWindow->GetCanvas(), UiCanvasBus, FixupCreatedEntities, entitiesToInit, true, parent); // Add all of the top-level entities as children of the parent for (auto entity : topLevelEntities) { EBUS_EVENT_ID(m_editorWindow->GetCanvas(), UiCanvasBus, AddElement, entity, parent, insertBefore); } // Here we adjust the position of the instantiated entities so that if the slice was instantiated from the // viewport menu we instantiate it at the mouse position AZ::Vector2 desiredViewportPosition = instantiatingIter->second.m_viewportPosition; if (desiredViewportPosition != AZ::Vector2(-1.0f, -1.0f)) { // This is the same behavior as the old "Add elements from prefab" had. AZ::Entity* rootElement = entitiesToInit[0]; // Transform pivot position to canvas space AZ::Vector2 pivotPos; EBUS_EVENT_ID_RESULT(pivotPos, rootElement->GetId(), UiTransformBus, GetCanvasSpacePivotNoScaleRotate); // Transform destination position to canvas space AZ::Matrix4x4 transformFromViewport; EBUS_EVENT_ID(rootElement->GetId(), UiTransformBus, GetTransformFromViewport, transformFromViewport); AZ::Vector3 destPos3 = transformFromViewport * AZ::Vector3(desiredViewportPosition.GetX(), desiredViewportPosition.GetY(), 0.0f); AZ::Vector2 destPos(destPos3.GetX(), destPos3.GetY()); AZ::Vector2 offsetDelta = destPos - pivotPos; // Adjust offsets on all top level elements for (auto entity : entitiesToInit) { UiTransform2dInterface::Offsets offsets; EBUS_EVENT_ID_RESULT(offsets, entity->GetId(), UiTransform2dBus, GetOffsets); EBUS_EVENT_ID(entity->GetId(), UiTransform2dBus, SetOffsets, offsets + offsetDelta); } } // the entities have already been created but we need to make an undo command that can undo/redo that action HierarchyWidget* hierarchyWidget = m_editorWindow->GetHierarchy(); QTreeWidgetItemRawPtrQList selectedItems = hierarchyWidget->selectedItems(); // use an undoable command to create the elements from the slice CommandHierarchyItemCreateFromData::Push(m_editorWindow->GetActiveStack(), hierarchyWidget, selectedItems, true, [ topLevelEntities ](HierarchyItem* parent, LyShine::EntityArray& listOfNewlyCreatedTopLevelElements) { for (AZ::Entity* entity : topLevelEntities) { listOfNewlyCreatedTopLevelElements.push_back(entity); } }, "Instantiate Slice"); m_instantiatingSlices.erase(instantiatingIter); EBUS_EVENT(UiEditorEntityContextNotificationBus, OnSliceInstantiated, sliceAssetId, sliceAddress, ticket); break; } } } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::OnSliceInstantiationFailed(const AZ::Data::AssetId& sliceAssetId) { const AzFramework::SliceInstantiationTicket ticket = *AzFramework::SliceInstantiationResultBus::GetCurrentBusId(); AzFramework::SliceInstantiationResultBus::MultiHandler::BusDisconnect(ticket); for (auto instantiatingIter = m_instantiatingSlices.begin(); instantiatingIter != m_instantiatingSlices.end(); ++instantiatingIter) { if (instantiatingIter->first.GetId() == sliceAssetId) { EBUS_EVENT(UiEditorEntityContextNotificationBus, OnSliceInstantiationFailed, sliceAssetId, ticket); m_instantiatingSlices.erase(instantiatingIter); break; } } } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::OnAssetReady(AZ::Data::Asset asset) { AZ::Data::AssetBus::MultiHandler::BusDisconnect(asset.GetId()); for (auto iter = m_queuedSliceEntityRestores.begin(); iter != m_queuedSliceEntityRestores.end(); ) { SliceEntityRestoreRequest& request = *iter; if (asset.GetId() == request.m_asset.GetId()) { AZ::SliceComponent::SliceInstanceAddress address = GetRootSlice()->RestoreEntity(request.m_entity, request.m_restoreInfo); // Note that we do not add the entity to the context/rootSlice using AddEntity here. // This is because it has already been added to the root slice as a prefab instance. // Instead we call HandleEntitiesAdded which just adds it to the context if (address.IsValid()) { HandleEntitiesAdded({request.m_entity}); } else { AZ_Error("EditorEntityContext", false, "Failed to restore entity \"%s\" [%llu]", request.m_entity->GetName().c_str(), request.m_entity->GetId()); delete request.m_entity; } iter = m_queuedSliceEntityRestores.erase(iter); } else { ++iter; } } // Pass on to base EntityContext. EntityContext::OnAssetReady(asset); } //////////////////////////////////////////////////////////////////////////////////////////////////// // Root slice (or its dependents) has been reloaded. void UiEditorEntityContext::OnAssetReloaded(AZ::Data::Asset asset) { bool isActive = false; if (m_editorWindow->GetEntityContext() && m_editorWindow->GetEntityContext()->GetContextId() == GetContextId()) { isActive = true; } HierarchyWidget* hierarchy = nullptr; EntityHelpers::EntityIdList selectedEntities; if (isActive) { hierarchy = m_editorWindow->GetHierarchy(); const QTreeWidgetItemRawPtrQList& selection = hierarchy->selectedItems(); selectedEntities = SelectionHelpers::GetSelectedElementIds(hierarchy, selection, false); // This ensures there's no "current item". hierarchy->SetUniqueSelectionHighlight((QTreeWidgetItem*)nullptr); // IMPORTANT: This is necessary to indirectly trigger detach() // in the PropertiesWidget. hierarchy->SetUserSelection(nullptr); } EntityContext::OnAssetReloaded(asset); EBUS_EVENT_ID(m_editorWindow->GetCanvasForEntityContext(GetContextId()), UiCanvasBus, ReinitializeElements); if (isActive) { // Ensure selection set is preserved after applying the new level slice. // But make sure we don't add any EntityId to selection that no longer exists as that cause a crash later selectedEntities.erase( std::remove_if( selectedEntities.begin(), selectedEntities.end(), [](AZ::EntityId entityId) { AZ::Entity* entity = nullptr; EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, entityId); return !entity; }), selectedEntities.end()); // Refresh the Hierarchy pane LyShine::EntityArray childElements; EBUS_EVENT_ID_RESULT(childElements, m_editorWindow->GetCanvas(), UiCanvasBus, GetChildElements); hierarchy->RecreateItems(childElements); HierarchyHelpers::SetSelectedItems(hierarchy, &selectedEntities); } // We want to update the status for any tabs being used to edit slices. // If that tab has just done a push, we want to check at this point whether there are any differences between the // reloaded asset and the instance. m_editorWindow->UpdateChangedStatusOnAssetChange(GetContextId(), asset); } ////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::OnContextEntitiesAdded(const EntityList& entities) { EntityContext::OnContextEntitiesAdded(entities); InitializeEntities(entities); } ////////////////////////////////////////////////////////////////////////// bool UiEditorEntityContext::ValidateEntitiesAreValidForContext(const EntityList& entities) { // All entities in a slice being instantiated in the UI editor should // have the UiElementComponent on them. for (AZ::Entity* entity : entities) { if (!entity->FindComponent(LyShine::UiElementComponentUuid)) { return false; } } return true; } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::SetupUiEntity(AZ::Entity* entity) { InitializeEntities({ entity }); } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::InitializeEntities(const AzFramework::EntityContext::EntityList& entities) { // UI entities are now automatically activated on creation for (AZ::Entity* entity : entities) { if (entity->GetState() == AZ::Entity::ES_CONSTRUCTED) { entity->Init(); } } // Add required editor components to entities for (AZ::Entity* entity : entities) { for (const auto& componentType : m_requiredEditorComponentTypes) { if (!entity->FindComponent(componentType)) { entity->CreateComponent(componentType); } } } for (AZ::Entity* entity : entities) { if (entity->GetState() == AZ::Entity::ES_INIT) { // Always invalidate the entity dependencies when loading in the editor // (we don't know what code has changed since the last time the editor was run and the services provided/required // by entities might have changed) entity->InvalidateDependencies(); // Because we automatically add the EditorOnlyEntityComponent if it doesn't exist, we can encounter a situation // where an entity has duplicate EditorOnlyEntityComponents if an old canvas is resaved and an old slice it uses // is also resaved. See https://jira.agscollab.com/browse/LY-90580 // In the main editor this is handled by disabling the duplicate components, but the UI Editor doesn't use that // method (the world editor allows the user to manually add incompatible components and then disable and enable // them in the entity, the UI Editor still works how the world editor used to - it doesn't allow users to add // incompatible components and has no way to disable/enable components in the property pane). // So we do automatic recovery in the case where there are duplicate EditorOnlyEntityComponents. We have to do this // before activating in order to avoid errors being reported. AZ::Entity::ComponentArrayType editorOnlyEntityComponents = entity->FindComponents(AzToolsFramework::Components::EditorOnlyEntityComponent::TYPEINFO_Uuid()); if (editorOnlyEntityComponents.size() > 1) { // There are duplicate EditorOnlyEntityComponents. If any of them have m_isEditorOnly set to true we will // set the one we keep to true. The reasoning is that these duplicates only happen when canvases and slices // are being gradually resaved to the new version with EditorOnlyEntityComponents. Since the default is false, // if we find one set to true this is more likely to be one that the user specifically set that way. bool isEditorOnly = false; for (int i = 0; i < editorOnlyEntityComponents.size(); ++i) { AzToolsFramework::Components::EditorOnlyEntityComponent* thisComponent = static_cast(editorOnlyEntityComponents[i]); if (thisComponent->IsEditorOnlyEntity()) { isEditorOnly = true; break; } } // We are going to keep the first one, ensure that its value of m_isEditorOnly is set the right way if (isEditorOnly) { AzToolsFramework::Components::EditorOnlyEntityComponent* firstComponent = static_cast(editorOnlyEntityComponents[0]); if (!firstComponent->IsEditorOnlyEntity()) { firstComponent->SetIsEditorOnlyEntity(true); } } // Now remove all the components except the first one. The first one will be the one from the most deeply nested // slice. It is best to keep that one, otherwise we end up with local slice overrides deleting the components from // the instanced slices which means we could ignore changes from the slice when we should not. for (int i = 1; i < editorOnlyEntityComponents.size(); ++i) { AZ::Component* duplicateComponent = editorOnlyEntityComponents[i]; entity->RemoveComponent(duplicateComponent); delete duplicateComponent; } } // This is a temporary solution to remove incompatible components so that the entity can // activate properly, otherwise all sorts of bad things will happen. // // We do have formal way to handle invalid components for Editor entities (see EditorEntityActionComponent::ScrubEntities()). // But it requires components being derived from EditorComponentBase. UiCanvas doesn't seem to distinguish between game-time // and editor-time components, so we can't use the existing scrubbing method. Internal::RemoveIncompatibleComponents(entity); entity->Activate(); } } } ////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::GetTopLevelEntities(const AZStd::unordered_set& entities, AZStd::unordered_set& topLevelEntities) { for (auto entityId : entities) { // if this entities parent is not in the set then it is a top-level AZ::Entity* parentElement = nullptr; EBUS_EVENT_ID_RESULT(parentElement, entityId, UiElementBus, GetParent); if (!parentElement || entities.count(parentElement->GetId()) == 0) { topLevelEntities.insert(entityId); } } } //////////////////////////////////////////////////////////////////////////////////////////////////// bool UiEditorEntityContext::QueuedSliceReplacement::IsValid() const { return !m_path.empty(); } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::QueuedSliceReplacement::Reset() { m_path.clear(); } //////////////////////////////////////////////////////////////////////////////////////////////////// void UiEditorEntityContext::QueuedSliceReplacement::Finalize( const AZ::SliceComponent::SliceInstanceAddress& instanceAddress, EditorWindow* editorWindow) { AZ::SliceComponent::EntityAncestorList ancestors; AZStd::unordered_map remapIds; const auto& newEntities = instanceAddress.GetInstance()->GetInstantiated()->m_entities; // Store mapping between live Ids we're out to remove, and the ones now provided by // the slice instance, so we can fix up references on any still-external entities. for (const AZ::Entity* newEntity : newEntities) { ancestors.clear(); instanceAddress.GetReference()->GetInstanceEntityAncestry(newEntity->GetId(), ancestors, 1); AZ_Error("EditorEntityContext", !ancestors.empty(), "Failed to locate ancestor for newly created slice entity."); if (!ancestors.empty()) { for (const auto& pair : m_selectedToAssetMap) { const AZ::EntityId& ancestorId = ancestors.front().m_entity->GetId(); if (pair.second == ancestorId) { remapIds[pair.first] = newEntity->GetId(); break; } } } } AZ::SerializeContext* serializeContext = nullptr; EBUS_EVENT_RESULT(serializeContext, AZ::ComponentApplicationBus, GetSerializeContext); // Remap references on any entities left out of the slice, to any entities in the slice instance. for (const AZ::EntityId& selectedId : m_entitiesInSelection) { if (m_selectedToAssetMap.find(selectedId) != m_selectedToAssetMap.end()) { // Entity is included in the slice; no need to patch. continue; } AZ::Entity* entity = nullptr; EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, selectedId); AZ_Error("EditorEntityContext", entity, "Failed to locate live entity during slice replacement."); if (entity) { entity->Deactivate(); AZ::EntityUtils::ReplaceEntityRefs(entity, [&remapIds](const AZ::EntityId& originalId, bool /*isEntityId*/) -> AZ::EntityId { auto iter = remapIds.find(originalId); if (iter == remapIds.end()) { return originalId; } else { return iter->second; } }, serializeContext); entity->Activate(); } } // Delete the entities from the world that were used to create the slice, since the slice // will be instantiated to replace them. AZStd::vector deleteEntityIds; deleteEntityIds.reserve(m_selectedToAssetMap.size()); for (const auto& pair : m_selectedToAssetMap) { deleteEntityIds.push_back(pair.first); } // Use an undoable command to delete the entities HierarchyWidget* hierarchy = editorWindow->GetHierarchy(); CommandHierarchyItemDelete::Push(editorWindow->GetActiveStack(), hierarchy, hierarchy->selectedItems()); // This ensures there's no "current item". hierarchy->SetUniqueSelectionHighlight((QTreeWidgetItem*)nullptr); // IMPORTANT: This is necessary to indirectly trigger detach() // in the PropertiesWidget. hierarchy->SetUserSelection(nullptr); Reset(); }