/* * 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 //////////////////////////////////////////////////////////////////////////////////////////////////// class UiInitializationInterface : public AZ::ComponentBus { public: // member functions virtual ~UiInitializationInterface() {} //! Initialize the component after it has been created as part of a set of entities. //! I.e. After a group of entities has been created and activated from a load or clone operation //! in the game (not in the UI Editor) this is called on each created element. //! This allows the component to perform operations that rely on related entities being //! activated. virtual void InGamePostActivate() = 0; public: // static member functions static const char* GetUniqueName() { return "UiInitializationInterface"; } public: // static member data //! Multiple components on an entity can implement the events static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple; }; typedef AZ::EBus UiInitializationBus;