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Stramer/docs/clean urls (#8110)

* Remove documentation links to AWS. [RESOLVES #7604 #7603 #7602 #7601]

Signed-off-by: stramer <[email protected]>

* Remove AWS feedback link from LyShine. [RESOLVES #8103]

Signed-off-by: stramer <[email protected]>

* Fix missing header #pragma causing build failures.

Signed-off-by: stramer <[email protected]>
Stephen Tramer 3 жил өмнө
parent
commit
010f9d79f0

+ 0 - 2
AutomatedTesting/Gem/PythonTests/assetpipeline/fbx_tests/fbx_tests.py

@@ -91,7 +91,6 @@ blackbox_fbx_tests = [
     pytest.param(
     pytest.param(
         BlackboxAssetTest(
         BlackboxAssetTest(
             # Verifies that the soft naming convention feature with level of detail meshes works.
             # Verifies that the soft naming convention feature with level of detail meshes works.
-            # https://docs.aws.amazon.com/lumberyard/latest/userguide/char-fbx-importer-soft-naming.html
             test_name="SoftNamingLOD_RunAP_SuccessWithMatchingProducts",
             test_name="SoftNamingLOD_RunAP_SuccessWithMatchingProducts",
             asset_folder="SoftNamingLOD",
             asset_folder="SoftNamingLOD",
             scene_debug_file="lodtest.dbgsg",
             scene_debug_file="lodtest.dbgsg",
@@ -128,7 +127,6 @@ blackbox_fbx_tests = [
     pytest.param(
     pytest.param(
         BlackboxAssetTest(
         BlackboxAssetTest(
             # Verifies that the soft naming convention feature with physics proxies works.
             # Verifies that the soft naming convention feature with physics proxies works.
-            # https://docs.aws.amazon.com/lumberyard/latest/userguide/char-fbx-importer-soft-naming.html
             test_name="SoftNamingPhysics_RunAP_SuccessWithMatchingProducts",
             test_name="SoftNamingPhysics_RunAP_SuccessWithMatchingProducts",
             asset_folder="SoftNamingPhysics",
             asset_folder="SoftNamingPhysics",
             scene_debug_file="physicstest.dbgsg",
             scene_debug_file="physicstest.dbgsg",

+ 5 - 5
Code/Editor/CryEdit.cpp

@@ -718,7 +718,7 @@ void CCryEditApp::OnUpdateFileOpen(QAction* action)
 
 
 bool CCryEditApp::ShowEnableDisableGemDialog(const QString& title, const QString& message)
 bool CCryEditApp::ShowEnableDisableGemDialog(const QString& title, const QString& message)
 {
 {
-    const QString informativeMessage = QObject::tr("Please follow the instructions <a href=\"http://docs.aws.amazon.com/lumberyard/latest/userguide/gems-system-gems.html\">here</a>, after which the Editor will be re-launched automatically.");
+    const QString informativeMessage = QObject::tr("Please follow the instructions <a href=\"https://www.o3de.org/docs/user-guide/project-config/add-remove-gems/\">here</a>, after which the Editor will be re-launched automatically.");
 
 
     QMessageBox box(AzToolsFramework::GetActiveWindow());
     QMessageBox box(AzToolsFramework::GetActiveWindow());
     box.addButton(QObject::tr("Continue"), QMessageBox::AcceptRole);
     box.addButton(QObject::tr("Continue"), QMessageBox::AcceptRole);
@@ -1968,7 +1968,7 @@ void CCryEditApp::OnUpdateShowWelcomeScreen(QAction* action)
 
 
 void CCryEditApp::OnDocumentationTutorials()
 void CCryEditApp::OnDocumentationTutorials()
 {
 {
-    QString webLink = tr("https://o3deorg.netlify.app/docs/learning-guide/");
+    QString webLink = tr("https://o3de.org/docs/learning-guide/");
     QDesktopServices::openUrl(QUrl(webLink));
     QDesktopServices::openUrl(QUrl(webLink));
 }
 }
 
 
@@ -1980,7 +1980,7 @@ void CCryEditApp::OnDocumentationGlossary()
 
 
 void CCryEditApp::OnDocumentationO3DE()
 void CCryEditApp::OnDocumentationO3DE()
 {
 {
-    QString webLink = tr("https://o3deorg.netlify.app/docs/");
+    QString webLink = tr("https://o3de.org/docs/");
     QDesktopServices::openUrl(QUrl(webLink));
     QDesktopServices::openUrl(QUrl(webLink));
 }
 }
 
 
@@ -1992,7 +1992,7 @@ void CCryEditApp::OnDocumentationGamelift()
 
 
 void CCryEditApp::OnDocumentationReleaseNotes()
 void CCryEditApp::OnDocumentationReleaseNotes()
 {
 {
-    QString webLink = tr("https://o3deorg.netlify.app/docs/release-notes/");
+    QString webLink = tr("https://o3de.org/docs/release-notes/");
     QDesktopServices::openUrl(QUrl(webLink));
     QDesktopServices::openUrl(QUrl(webLink));
 }
 }
 
 
@@ -2004,7 +2004,7 @@ void CCryEditApp::OnDocumentationGameDevBlog()
 
 
 void CCryEditApp::OnDocumentationForums()
 void CCryEditApp::OnDocumentationForums()
 {
 {
-    QString webLink = tr("https://o3deorg.netlify.app/community/");
+    QString webLink = tr("https://o3de.org/community/");
     QDesktopServices::openUrl(QUrl(webLink));
     QDesktopServices::openUrl(QUrl(webLink));
 }
 }
 
 

+ 1 - 1
Code/Editor/Plugins/EditorAssetImporter/AssetImporterWindow.cpp

@@ -48,7 +48,7 @@ class CXTPDockingPaneLayout; // Needed for settings.h
 #include <SceneAPI/SceneCore/DataTypes/Rules/IScriptProcessorRule.h>
 #include <SceneAPI/SceneCore/DataTypes/Rules/IScriptProcessorRule.h>
 #include <SceneAPI/SceneCore/Containers/Utilities/Filters.h>
 #include <SceneAPI/SceneCore/Containers/Utilities/Filters.h>
 
 
-const char* AssetImporterWindow::s_documentationWebAddress = "http://docs.aws.amazon.com/lumberyard/latest/userguide/char-fbx-importer.html";
+const char* AssetImporterWindow::s_documentationWebAddress = "https://www.o3de.org/docs/user-guide/assets/";
 const AZ::Uuid AssetImporterWindow::s_browseTag = AZ::Uuid::CreateString("{C240D2E1-BFD2-4FFA-BB5B-CC0FA389A5D3}");
 const AZ::Uuid AssetImporterWindow::s_browseTag = AZ::Uuid::CreateString("{C240D2E1-BFD2-4FFA-BB5B-CC0FA389A5D3}");
 
 
 AssetImporterWindow::AssetImporterWindow()
 AssetImporterWindow::AssetImporterWindow()

+ 2 - 3
Code/Framework/AzCore/AzCore/Component/Component.h

@@ -71,9 +71,8 @@ namespace AZ
          * In that case, the component is in the default state (not activated). However, 
          * In that case, the component is in the default state (not activated). However, 
          * except in the case of tools, you typically should not use this function. It is a best 
          * except in the case of tools, you typically should not use this function. It is a best 
          * practice to access other components through EBuses instead of accessing them directly. 
          * practice to access other components through EBuses instead of accessing them directly. 
-         * For more information, see the 
-         * <a href="http://docs.aws.amazon.com/lumberyard/latest/developerguide/component-entity-system-pg-intro.html">Programmer's Guide to Entities and Components</a> 
-         * in the Open 3D Engine Developer Guide.
+         * For more information, see the O3DE
+         * <a href="https://www.o3de.org/docs/user-guide/programming/components/">Component Development</a> documentation.
          * @return A pointer to the entity. If the component is not attached to any entity,
          * @return A pointer to the entity. If the component is not attached to any entity,
          * the return value is a null pointer.
          * the return value is a null pointer.
          */
          */

+ 1 - 2
Code/Framework/AzCore/AzCore/EBus/BusImpl.h

@@ -10,8 +10,7 @@
  * @file
  * @file
  * Header file for internal EBus classes.
  * Header file for internal EBus classes.
  * For more information about EBuses, see AZ::EBus and AZ::EBusTraits in this guide and
  * For more information about EBuses, see AZ::EBus and AZ::EBusTraits in this guide and
- * [Event Bus](http://docs.aws.amazon.com/lumberyard/latest/developerguide/asset-pipeline-ebus.html)
- * in the *Open 3D Engine Developer Guide*.
+ * [Event Bus documentation](https://www.o3de.org/docs/user-guide/programming/ebus/).
  */
  */
 
 
 #pragma once
 #pragma once

+ 6 - 5
Code/Framework/AzToolsFramework/AzToolsFramework/ToolsComponents/EditorComponentBase.h

@@ -10,9 +10,10 @@
  * @file
  * @file
  * Header file for the editor component base class.
  * Header file for the editor component base class.
  * Derive from this class to create a version of a component to use in the 
  * Derive from this class to create a version of a component to use in the 
- * editor, as opposed to the version of the component that is used during run time. 
- * To learn more about editor components, see the [Open 3D Engine Developer Guide] 
- * (http://docs.aws.amazon.com/lumberyard/latest/developerguide/component-entity-system-pg-editor-components.html).
+ * editor, as opposed to the version of the component that is used during run time.
+ *  
+ * To learn more about editor components, see the
+ * [Editor Components documentation](https://www.o3de.org/docs/user-guide/programming/components/editor-components/). 
  */
  */
 
 
 #ifndef EDITOR_COMPONENT_BASE_H
 #ifndef EDITOR_COMPONENT_BASE_H
@@ -48,8 +49,8 @@ namespace AzToolsFramework
          * To create one or more game components to represent your editor component 
          * To create one or more game components to represent your editor component 
          * in runtime, use BuildGameEntity(). 
          * in runtime, use BuildGameEntity(). 
          *
          *
-         * To learn more about editor components, see the [Open 3D Engine Developer Guide]
-         * (http://docs.aws.amazon.com/lumberyard/latest/developerguide/component-entity-system-pg-editor-components.html).
+         * To learn more about editor components, see the
+         * [Editor Components documentation](https://www.o3de.org/docs/user-guide/programming/components/editor-components/). 
          */
          */
         class EditorComponentBase
         class EditorComponentBase
             : public AZ::Component
             : public AZ::Component

+ 1 - 1
Code/Tools/AssetProcessor/native/utilities/ApplicationManager.cpp

@@ -604,7 +604,7 @@ bool ApplicationManager::Activate()
     // the following controls what registry keys (or on mac or linux what entries in home folder) are used
     // the following controls what registry keys (or on mac or linux what entries in home folder) are used
     // so they should not be translated!
     // so they should not be translated!
     qApp->setOrganizationName(GetOrganizationName());
     qApp->setOrganizationName(GetOrganizationName());
-    qApp->setOrganizationDomain("amazon.com");
+    qApp->setOrganizationDomain("o3de.org");
     qApp->setApplicationName(GetApplicationName());
     qApp->setApplicationName(GetApplicationName());
 
 
     return true;
     return true;

+ 1 - 1
Gems/LyShine/Code/Editor/Animation/UiAVTrackEventKeyUIControls.h

@@ -5,7 +5,7 @@
  * SPDX-License-Identifier: Apache-2.0 OR MIT
  * SPDX-License-Identifier: Apache-2.0 OR MIT
  *
  *
  */
  */
-
+#pragma once
 
 
 #include "UiAnimViewKeyPropertiesDlg.h"
 #include "UiAnimViewKeyPropertiesDlg.h"
 
 

+ 1 - 18
Gems/LyShine/Code/Editor/EditorMenu.cpp

@@ -6,7 +6,6 @@
  *
  *
  */
  */
 #include "EditorCommon.h"
 #include "EditorCommon.h"
-#include "FeedbackDialog.h"
 #include <AzQtComponents/Buses/ShortcutDispatch.h>
 #include <AzQtComponents/Buses/ShortcutDispatch.h>
 #include <AzToolsFramework/Slice/SliceUtilities.h>
 #include <AzToolsFramework/Slice/SliceUtilities.h>
 #include <AzToolsFramework/API/EditorAssetSystemAPI.h>
 #include <AzToolsFramework/API/EditorAssetSystemAPI.h>
@@ -871,7 +870,7 @@ void EditorWindow::AddMenu_Help()
 {
 {
     const char* documentationUrl = "https://o3de.org/docs/user-guide/interactivity/user-interface/";
     const char* documentationUrl = "https://o3de.org/docs/user-guide/interactivity/user-interface/";
     const char* tutorialsUrl = "https://o3de.org/docs/learning-guide/tutorials/";
     const char* tutorialsUrl = "https://o3de.org/docs/learning-guide/tutorials/";
-    const char* forumUrl = "https://o3deorg.netlify.app/community/";
+    const char* forumUrl = "https://o3de.org/community/";
 
 
     QMenu* menu = menuBar()->addMenu("&Help");
     QMenu* menu = menuBar()->addMenu("&Help");
     menu->setStyleSheet(UICANVASEDITOR_QMENU_ITEM_DISABLED_STYLESHEET);
     menu->setStyleSheet(UICANVASEDITOR_QMENU_ITEM_DISABLED_STYLESHEET);
@@ -920,22 +919,6 @@ void EditorWindow::AddMenu_Help()
         menu->addAction(action);
         menu->addAction(action);
         addAction(action); // Also add the action to the window until the shortcut dispatcher can find the menu action
         addAction(action); // Also add the action to the window until the shortcut dispatcher can find the menu action
     }
     }
-
-    // Give Us Feedback
-    {
-        QAction* action = new QAction("&Give Us Feedback", this);
-
-        QObject::connect(action,
-            &QAction::triggered,
-            this,
-            [this]([[maybe_unused]] bool checked)
-            {
-                FeedbackDialog dialog(this);
-                dialog.exec();
-            });
-        menu->addAction(action);
-        addAction(action); // Also add the action to the window until the shortcut dispatcher can find the menu action
-    }
 }
 }
 
 
 void EditorWindow::UpdateActionsEnabledState()
 void EditorWindow::UpdateActionsEnabledState()

+ 0 - 40
Gems/LyShine/Code/Editor/FeedbackDialog.cpp

@@ -1,40 +0,0 @@
-/*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
-#include "FeedbackDialog.h"
-
-#include <QBoxLayout>
-#include <QLabel>
-
-namespace {
-    QString feedbackText = "<h3>We love getting feedback from our customers.</h3>"
-        "Feedback from our community helps us to constantly improve the UI Editor.<br/><br/>"
-        "In addition to using our forums and AWS support channels, you can always email us with your comments and suggestions at "
-        "<a href=\"mailto:[email protected]?subject=UI Editor Feedback\" style=\"color: #4285F4;\">[email protected]</a>.  "
-        "While we do not respond to everyone who submits feedback, we read everything and aspire to use your feedback to improve the UI Editor for everyone.";
-}
-
-FeedbackDialog::FeedbackDialog(QWidget* parent)
-    : QDialog(parent)
-{
-    setWindowTitle("Give Us Feedback");
-
-    setMinimumSize(580, 204);
-
-    QVBoxLayout* verticalLayout = new QVBoxLayout(this);
-    verticalLayout->setContentsMargins(20, 20, 20, 20);
-
-    QLabel* feedbackLabel = new QLabel(this);
-    feedbackLabel->setTextFormat(Qt::RichText);
-    feedbackLabel->setAlignment(Qt::AlignCenter);
-    feedbackLabel->setWordWrap(true);
-    feedbackLabel->setOpenExternalLinks(true);
-    feedbackLabel->setText(feedbackText);
-    verticalLayout->addWidget(feedbackLabel);
-}
-
-#include <moc_FeedbackDialog.cpp>

+ 0 - 23
Gems/LyShine/Code/Editor/FeedbackDialog.h

@@ -1,23 +0,0 @@
-/*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
-#pragma once
-
-#if !defined(Q_MOC_RUN)
-#include <QDialog>
-#endif
-
-class FeedbackDialog
-    : public QDialog
-{
-    Q_OBJECT
-
-public:
-    FeedbackDialog(QWidget* pParent = nullptr);
-
-private:
-};

+ 0 - 2
Gems/LyShine/Code/lyshine_uicanvaseditor_files.cmake

@@ -70,8 +70,6 @@ set(FILES
     Editor/EnterPreviewToolbar.h
     Editor/EnterPreviewToolbar.h
     Editor/EntityHelpers.cpp
     Editor/EntityHelpers.cpp
     Editor/EntityHelpers.h
     Editor/EntityHelpers.h
-    Editor/FeedbackDialog.cpp
-    Editor/FeedbackDialog.h
     Editor/FileHelpers.cpp
     Editor/FileHelpers.cpp
     Editor/FileHelpers.h
     Editor/FileHelpers.h
     Editor/FindEntityItemModel.cpp
     Editor/FindEntityItemModel.cpp