/* * 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 "LmbrCentral_precompiled.h" #include "EditorAudioPreloadComponent.h" #include #include namespace LmbrCentral { //========================================================================= void EditorAudioPreloadComponent::Reflect(AZ::ReflectContext* context) { if (auto serializeContext = azrtti_cast(context)) { serializeContext->Class() ->Version(1) ->Field("Preload Name", &EditorAudioPreloadComponent::m_defaultPreload) ->Field("Load Type", &EditorAudioPreloadComponent::m_loadType) ; if (auto editContext = serializeContext->GetEditContext()) { editContext->Enum("Load Type", "Automatic or Manual loading and unloading") ->Value("Auto", AudioPreloadComponent::LoadType::Auto) ->Value("Manual", AudioPreloadComponent::LoadType::Manual) ; editContext->Class("Audio Preload", "The Audio Preload component is used to load and unload soundbanks contained in Audio Translation Layer (ATL) preloads") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->Attribute(AZ::Edit::Attributes::Category, "Audio") ->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/AudioPreload.svg") ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c)) ->Attribute(AZ::Edit::Attributes::AutoExpand, true) // Icon todo: //->Attribute(AZ::Edit::Attributes::ViewportIcon, "Editor/Icons/Components/Viewport/AudioPreload.png") ->Attribute(AZ::Edit::Attributes::HelpPageURL, "https://docs.aws.amazon.com/lumberyard/latest/userguide/component-audio-preload.html") ->DataElement("AudioControl", &EditorAudioPreloadComponent::m_defaultPreload, "Preload Name", "The default ATL Preload control to use") ->DataElement(AZ::Edit::UIHandlers::ComboBox, &EditorAudioPreloadComponent::m_loadType, "Load Type", "Automatically when the component activates/deactivates, or Manually at user's request") ; } } } //========================================================================= EditorAudioPreloadComponent::EditorAudioPreloadComponent() { m_defaultPreload.m_propertyType = AzToolsFramework::AudioPropertyType::Preload; } //========================================================================= void EditorAudioPreloadComponent::BuildGameEntity(AZ::Entity* gameEntity) { gameEntity->CreateComponent(m_loadType, m_defaultPreload.m_controlName); } } // namespace LmbrCentral