#include <EditorAssetSystemAPI.h>
Inherits AZ::EBusTraits.
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using | MutexType = AZStd::recursive_mutex |
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virtual bool | GetAbsoluteAssetDatabaseLocation (AZStd::string &) |
| Retrieve the absolute path for the Asset Database Location.
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virtual bool | GetRelativeProductPathFromFullSourceOrProductPath (const AZStd::string &fullPath, AZStd::string &relativeProductPath)=0 |
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virtual bool | GenerateRelativeSourcePath (const AZStd::string &sourcePath, AZStd::string &relativePath, AZStd::string &rootFilePath)=0 |
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virtual bool | GetFullSourcePathFromRelativeProductPath (const AZStd::string &relPath, AZStd::string &fullSourcePath)=0 |
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virtual bool | GetAssetInfoById (const AZ::Data::AssetId &assetId, const AZ::Data::AssetType &assetType, const AZStd::string &platformName, AZ::Data::AssetInfo &assetInfo, AZStd::string &rootFilePath)=0 |
| retrieve an Az::Data::AssetInfo class for the given assetId. this may map to source too in which case rootFilePath will be non-empty.
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virtual bool | GetSourceInfoBySourcePath (const char *sourcePath, AZ::Data::AssetInfo &assetInfo, AZStd::string &watchFolder)=0 |
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virtual bool | GetSourceInfoBySourceUUID (const AZ::Uuid &sourceUuid, AZ::Data::AssetInfo &assetInfo, AZStd::string &watchFolder)=0 |
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virtual bool | GetScanFolders (AZStd::vector< AZStd::string > &scanFolders)=0 |
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virtual bool | GetAssetSafeFolders (AZStd::vector< AZStd::string > &assetSafeFolders)=0 |
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virtual bool | IsAssetPlatformEnabled (const char *platform)=0 |
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virtual int | GetPendingAssetsForPlatform (const char *platform)=0 |
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virtual bool | GetAssetsProducedBySourceUUID (const AZ::Uuid &sourceUuid, AZStd::vector< AZ::Data::AssetInfo > &productsAssetInfo)=0 |
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virtual bool | ClearFingerprintForAsset (const AZStd::string &sourcePath)=0 |
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static const AZ::EBusHandlerPolicy | HandlerPolicy = AZ::EBusHandlerPolicy::Single |
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static const AZ::EBusAddressPolicy | AddressPolicy = AZ::EBusAddressPolicy::Single |
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static const bool | LocklessDispatch = true |
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A bus to talk to the asset system as a tool or editor This contains things that only tools or editors should be given access to If you want to talk to it as if a game engine component or runtime component AssetSystemBus.h in the common header location.
◆ ClearFingerprintForAsset()
virtual bool AzToolsFramework::AssetSystem::AssetSystemRequest::ClearFingerprintForAsset |
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const AZStd::string & |
sourcePath | ) |
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pure virtual |
This will cause the file to reprocess the next time it changes, even if it's identical to what it was before. This is useful for in-editor tools that save source files. A content creator expects that, every time they save a file, the file will be processed, even if nothing has actually changed, so they will sometimes save a file specifically to force the asset to reprocess.
- Returns
- true if the fingerprint was cleared, false if not.
◆ GenerateRelativeSourcePath()
virtual bool AzToolsFramework::AssetSystem::AssetSystemRequest::GenerateRelativeSourcePath |
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const AZStd::string & |
sourcePath, |
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AZStd::string & |
relativePath, |
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AZStd::string & |
rootFilePath |
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pure virtual |
Convert a source path like "c:\\dev\\gamename\\blah\\test.tga" into a relative source path, like "blah/test.tga". If no valid relative path could be created, the input source path will be returned in relativePath.
- Parameters
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sourcePath | partial or full path to a source file. (The file doesn't need to exist) |
relativePath | the output relative path for the source file, if a valid one could be created |
rootFilePath | the root path that relativePath is relative to |
- Returns
- true if a valid relative path was created, false if it wasn't
◆ GetAssetSafeFolders()
virtual bool AzToolsFramework::AssetSystem::AssetSystemRequest::GetAssetSafeFolders |
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AZStd::vector< AZStd::string > & |
assetSafeFolders | ) |
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pure virtual |
Populates a list with folders that are safe to store assets in. This is a subset of the scan folders.
- Parameters
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scanFolder | gets appended with the found folders. |
- Returns
- false if this process fails.
◆ GetAssetsProducedBySourceUUID()
virtual bool AzToolsFramework::AssetSystem::AssetSystemRequest::GetAssetsProducedBySourceUUID |
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const AZ::Uuid & |
sourceUuid, |
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AZStd::vector< AZ::Data::AssetInfo > & |
productsAssetInfo |
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pure virtual |
Given a UUID of a source file, retrieve the products info.
- Parameters
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sourceUUID | is the UUID of a source file - If you have an AssetID, its the m_guid member of that assetId |
productsAssetInfo | is a /ref AZStd::vector<AZ::Data::AssetInfo> filled out with details about the products returns false if it cannot find the source, true otherwise. |
◆ GetFullSourcePathFromRelativeProductPath()
virtual bool AzToolsFramework::AssetSystem::AssetSystemRequest::GetFullSourcePathFromRelativeProductPath |
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const AZStd::string & |
relPath, |
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AZStd::string & |
fullSourcePath |
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) |
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pure virtual |
Convert a relative asset path like "blah/test.tga" to a full source path path. Once the asset processor has finished building, this function is capable of handling even when the extension changes or when the source is in a different folder or in a different location (such as inside gems)
◆ GetPendingAssetsForPlatform()
virtual int AzToolsFramework::AssetSystem::AssetSystemRequest::GetPendingAssetsForPlatform |
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const char * |
platform | ) |
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pure virtual |
Get the total number of pending assets left to process for a specific asset platform
- Parameters
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platform | the asset platform to check e.g. android, ios, etc. |
- Returns
- -1 if the process fails, a positive number otherwise
◆ GetRelativeProductPathFromFullSourceOrProductPath()
virtual bool AzToolsFramework::AssetSystem::AssetSystemRequest::GetRelativeProductPathFromFullSourceOrProductPath |
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const AZStd::string & |
fullPath, |
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AZStd::string & |
relativeProductPath |
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pure virtual |
Convert a full source path like "c:\\dev\\gamename\\blah\\test.tga" into a relative product path. asset paths never mention their alias and are relative to the asset cache root
◆ GetScanFolders()
virtual bool AzToolsFramework::AssetSystem::AssetSystemRequest::GetScanFolders |
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AZStd::vector< AZStd::string > & |
scanFolders | ) |
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pure virtual |
Returns a list of scan folders recorded in the database.
- Parameters
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scanFolder | gets appended with the found folders. |
◆ GetSourceInfoBySourcePath()
virtual bool AzToolsFramework::AssetSystem::AssetSystemRequest::GetSourceInfoBySourcePath |
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const char * |
sourcePath, |
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AZ::Data::AssetInfo & |
assetInfo, |
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AZStd::string & |
watchFolder |
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pure virtual |
Given a path to a source file, retrieve its actual watch folder path and details.
- Parameters
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sourcePath | is either a relative or absolute path to a source file. |
assetInfo | is a /ref AZ::Data::AssetInfo filled out with details about the asset including its relative path to its watch folder note that inside assetInfo is a AssetId, but only the UUID-part will ever have a value since we are dealing with a source file (no subid) |
watchFolder | is the scan folder that it was found inside (the path in the assetInfo is relative to this folder). If you Path::Join the watchFolder and the assetInfo relative path, you get the full path. returns false if it cannot find the source, true otherwise. |
◆ GetSourceInfoBySourceUUID()
virtual bool AzToolsFramework::AssetSystem::AssetSystemRequest::GetSourceInfoBySourceUUID |
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const AZ::Uuid & |
sourceUuid, |
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AZ::Data::AssetInfo & |
assetInfo, |
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AZStd::string & |
watchFolder |
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pure virtual |
Given a UUID of a source file, retrieve its actual watch folder path and other details.
- Parameters
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sourceUUID | is the UUID of a source file - If you have an AssetID, its the m_guid member of that assetId |
assetInfo | is a /ref AZ::Data::AssetInfo filled out with details about the asset including its relative path to its watch folder note that inside assetInfo is a AssetId, but only the UUID-part will ever have a value since we are dealing with a source file (no subid) |
watchFolder | is the scan folder that it was found inside (the path in the assetInfo is relative to this folder). If you Path::Join the watchFolder and the assetInfo relative path, you get the full path to the source file on physical media returns false if it cannot find the source, true otherwise. |
◆ IsAssetPlatformEnabled()
virtual bool AzToolsFramework::AssetSystem::AssetSystemRequest::IsAssetPlatformEnabled |
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const char * |
platform | ) |
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pure virtual |
Query to see if a specific asset platform is enabled
- Parameters
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platform | the asset platform to check e.g. android, ios, etc. |
- Returns
- true if enabled, false otherwise
The documentation for this class was generated from the following file:
- Code/Framework/AzToolsFramework/AzToolsFramework/API/EditorAssetSystemAPI.h