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Code/EditorPlugins/Assets/EditorPluginAssets/SkeletonAsset/SkeletonAssetManager.cpp
57 строк
2 KB
Jan Krassnigg
Fixed #1144: Resource file extension cleanup (#1374)
20 авг 2024, 21:47
Не верифицирован
20 авг 2024, 21:47
c453d11
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#include <EditorPluginAssets/EditorPluginAssetsPCH.h> #include <EditorPluginAssets/SkeletonAsset/SkeletonAssetManager.h> #include <EditorPluginAssets/SkeletonAsset/SkeletonAssetWindow.moc.h> EZ_BEGIN_DYNAMIC_REFLECTED_TYPE(ezSkeletonAssetDocumentManager, 1, ezRTTIDefaultAllocator<ezSkeletonAssetDocumentManager>) EZ_END_DYNAMIC_REFLECTED_TYPE; ezSkeletonAssetDocumentManager::ezSkeletonAssetDocumentManager() { ezDocumentManager::s_Events.AddEventHandler(ezMakeDelegate(&ezSkeletonAssetDocumentManager::OnDocumentManagerEvent, this)); m_DocTypeDesc.m_sDocumentTypeName = "Skeleton"; m_DocTypeDesc.m_sFileExtension = "ezSkeletonAsset"; m_DocTypeDesc.m_sIcon = ":/AssetIcons/Skeleton.svg"; m_DocTypeDesc.m_sAssetCategory = "Animation"; m_DocTypeDesc.m_pDocumentType = ezGetStaticRTTI<ezSkeletonAssetDocument>(); m_DocTypeDesc.m_pManager = this; m_DocTypeDesc.m_CompatibleTypes.PushBack("CompatibleAsset_Mesh_Skeleton"); m_DocTypeDesc.m_sResourceFileExtension = "ezBinSkeleton"; m_DocTypeDesc.m_AssetDocumentFlags = ezAssetDocumentFlags::SupportsThumbnail | ezAssetDocumentFlags::AutoTransformOnSave; } ezSkeletonAssetDocumentManager::~ezSkeletonAssetDocumentManager() { ezDocumentManager::s_Events.RemoveEventHandler(ezMakeDelegate(&ezSkeletonAssetDocumentManager::OnDocumentManagerEvent, this)); } void ezSkeletonAssetDocumentManager::OnDocumentManagerEvent(const ezDocumentManager::Event& e) { switch (e.m_Type) { case ezDocumentManager::Event::Type::DocumentWindowRequested: { if (e.m_pDocument->GetDynamicRTTI() == ezGetStaticRTTI<ezSkeletonAssetDocument>()) { new ezQtSkeletonAssetDocumentWindow(static_cast<ezSkeletonAssetDocument*>(e.m_pDocument)); // NOLINT: Not a memory leak } } break; default: break; } } void ezSkeletonAssetDocumentManager::InternalCreateDocument( ezStringView sDocumentTypeName, ezStringView sPath, bool bCreateNewDocument, ezDocument*& out_pDocument, const ezDocumentObject* pOpenContext) { out_pDocument = new ezSkeletonAssetDocument(sPath); } void ezSkeletonAssetDocumentManager::InternalGetSupportedDocumentTypes(ezDynamicArray<const ezDocumentTypeDescriptor*>& inout_DocumentTypes) const { inout_DocumentTypes.PushBack(&m_DocTypeDesc); }