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Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

63 lines
2.2 KiB
C++

/*
* 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 <AzCore/Component/ComponentBus.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
class UiMaskInterface
: public AZ::ComponentBus
{
public: // member functions
virtual ~UiMaskInterface() {}
//! Get whether masking is enabled
virtual bool GetIsMaskingEnabled() = 0;
//! Set whether masking is enabled
virtual void SetIsMaskingEnabled(bool enableMasking) = 0;
//! Get whether interaction masking is enabled
virtual bool GetIsInteractionMaskingEnabled() = 0;
//! Set whether interaction masking is enabled
virtual void SetIsInteractionMaskingEnabled(bool enableInteractionMasking) = 0;
//! Get whether mask visual is drawn to color buffer behind child elements
virtual bool GetDrawBehind() = 0;
//! Set whether mask visual is drawn to color buffer behind child elements
virtual void SetDrawBehind(bool drawMaskVisualBehindChildren) = 0;
//! Get whether mask visual is drawn to color buffer in front of child elements
virtual bool GetDrawInFront() = 0;
//! Set whether mask visual is drawn to color buffer in front of child elements
virtual void SetDrawInFront(bool drawMaskVisualInFrontOfChildren) = 0;
//! Get whether to use alpha test when drawing mask visual to stencil
virtual bool GetUseAlphaTest() = 0;
//! Set whether to use alpha test when drawing mask visual to stencil
virtual void SetUseAlphaTest(bool useAlphaTest) = 0;
//! Get the flag that indicates whether the mask should use render to texture
virtual bool GetUseRenderToTexture() = 0;
//! Set the flag that indicates whether the mask should use render to texture
virtual void SetUseRenderToTexture(bool useRenderToTexture) = 0;
public: // static member data
//! Only one component on a entity can implement the events
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
};
typedef AZ::EBus<UiMaskInterface> UiMaskBus;