/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #ifndef LUACONTEXTCONTROL_MESSAGES_H #define LUACONTEXTCONTROL_MESSAGES_H #include #include #include #pragma once namespace LUAEditor { //split these into different files later class Context_ControlManagement : public AZ::EBusTraits { public: ////////////////////////////////////////////////////////////////////////// // Bus configuration static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single; // we have one bus that we always broadcast to static const AZ::EBusHandlerPolicy HandlerPolicy = AZ:: EBusHandlerPolicy::Multiple; // we can have multiple listeners. ////////////////////////////////////////////////////////////////////////// typedef AZ::EBus Bus; typedef Bus::Handler Handler; // Debugger connection maintenance virtual void OnDebuggerAttached() = 0; virtual void OnDebuggerRefused() = 0; virtual void OnDebuggerDetached() = 0; virtual void OnTargetConnected() = 0; virtual void OnTargetDisconnected() = 0; virtual void OnTargetContextPrepared(AZStd::string& contextName) = 0; virtual ~Context_ControlManagement() {} }; } #endif//LUACONTEXTCONTROL_MESSAGES_H