/* * 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 #include "AssetTreeModel.h" namespace AssetProcessor { class ProductAssetTreeItemData; class ProductAssetTreeModel : public AssetTreeModel { public: ProductAssetTreeModel(AZStd::shared_ptr sharedDbConnection, QObject *parent = nullptr); ~ProductAssetTreeModel() override; // AssetDatabaseNotificationBus::Handler void OnProductFileChanged(const AzToolsFramework::AssetDatabase::ProductDatabaseEntry& entry) override; void OnProductFileRemoved(AZ::s64 productId) override; void OnProductFilesRemoved(const AzToolsFramework::AssetDatabase::ProductDatabaseEntryContainer& products) override; QModelIndex GetIndexForProduct(const AZStd::string& product); protected: void ResetModel() override; void AddOrUpdateEntry( const AzToolsFramework::AssetDatabase::CombinedDatabaseEntry& product, bool modelIsResetting); void RemoveAsset(AZ::s64 productId); void RemoveAssetTreeItem(AssetTreeItem* assetToRemove); void RemoveFoldersIfEmpty(AssetTreeItem* folderToCheck); void CheckForUnresolvedIssues(AZStd::shared_ptr productItemData); AZStd::unordered_map m_productToTreeItem; // Mapping product Ids to asset tree items makes cleanup easier when files are deleted. AZStd::unordered_map m_productIdToTreeItem; }; }