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o3de/Code/Legacy/CryCommon/Maestro/Bus/SequenceComponentBus.h

845 lines
32 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/Asset/AssetCommon.h>
#include <AzCore/Math/Quaternion.h>
#include <AzCore/Math/Vector3.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Component/ComponentBus.h>
#include <AzCore/std/string/string.h>
namespace Maestro
{
/*!
* SequenceComponentRequests EBus Interface
* Messages serviced by SequenceComponents.
*/
class SequenceComponentRequests
: public AZ::ComponentBus
{
public:
/**
* helper class to define an animatable property address
*/
class AnimatablePropertyAddress
{
public:
AZ_TYPE_INFO(AnimatablePropertyAddress, "{CEE14802-F1E8-4C0A-9750-64C59C39ECE9}");
AnimatablePropertyAddress(AZ::ComponentId componentId, const AZStd::string& virtualPropertyName)
: m_componentId(componentId)
, m_virtualPropertyName(virtualPropertyName) {}
AnimatablePropertyAddress()
: m_componentId(AZ::InvalidComponentId) {}
const AZStd::string& GetVirtualPropertyName() const { return m_virtualPropertyName; }
AZ::ComponentId GetComponentId() const { return m_componentId; }
bool operator== (const AnimatablePropertyAddress& rhs) const
{
return (m_componentId == rhs.m_componentId && m_virtualPropertyName == rhs.m_virtualPropertyName);
}
private:
AZ::ComponentId m_componentId; // componentId of the component being animated on the sequenceAgent's entity
AZStd::string m_virtualPropertyName; // EBus virtual property name being animated on the component
};
/**
* Interface for an animated value to abstract the type (i.e. float/Vector3/Bool) of the value.
*
* Inherited concrete subclasses determines the actual type of the animatedValue and fills in get/set methods
* for casting to other types
*/
// forward declarations
class AnimatedFloatValue;
class AnimatedVector3Value;
class AnimatedBoolValue;
class AnimatedQuaternionValue;
class AnimatedAssetIdValue;
class AnimatedValue
{
public:
AZ_TYPE_INFO(AnimatedValue, "{5C4BBDD6-8F80-4510-B5B8-8FA0FBD101A6}");
virtual ~AnimatedValue() {};
// Query the type of the value
virtual const AZ::Uuid& GetTypeId() const = 0;
void GetValue(AZ::Vector3& vector3Value) const
{
vector3Value = GetVector3Value();
}
void GetValue(AZ::Quaternion& quaternionValue) const
{
quaternionValue = GetQuaternionValue();
}
void GetValue(float& floatValue) const
{
floatValue = GetFloatValue();
}
void GetValue(bool& boolValue) const
{
boolValue = GetBoolValue();
}
void GetValue(AZ::s32& s32Value) const
{
s32Value = GetS32Value();
}
void GetValue(AZ::u32& u32Value) const
{
u32Value = GetU32Value();
}
void GetValue(AZ::Data::AssetId& assetIdValue) const
{
assetIdValue = GetAssetIdValue();
}
// same as above but returning the value
virtual AZ::Quaternion GetQuaternionValue() const = 0;
virtual AZ::Vector3 GetVector3Value() const = 0;
virtual float GetFloatValue() const = 0;
virtual bool GetBoolValue() const = 0;
virtual AZ::s32 GetS32Value() const = 0;
virtual AZ::u32 GetU32Value() const = 0;
virtual const AZ::Data::AssetId& GetAssetIdValue() const = 0;
// Set the value to the given arg. Returns true if the arg is the 'native' type of the concrete animated value
virtual bool SetValue(const AZ::Vector3& vector3Value) = 0;
virtual bool SetValue(const AZ::Quaternion& quaternionValue) = 0;
virtual bool SetValue(float floatValue) = 0;
virtual bool SetValue(bool boolValue) = 0;
virtual bool SetValue(AZ::s32 s32Value) = 0;
virtual bool SetValue(AZ::u32 u32Value) = 0;
virtual bool SetValue(const AZ::Data::AssetId& assetIdValue) = 0;
virtual bool IsClose(const AnimatedFloatValue& rhs, float tolerance = AZ::Constants::Tolerance) const = 0;
virtual bool IsClose(const AnimatedVector3Value& rhs, float tolerance = AZ::Constants::Tolerance) const = 0;
virtual bool IsClose(const AnimatedQuaternionValue& rhs, float tolerance = AZ::Constants::Tolerance) const = 0;
virtual bool IsClose(const AnimatedBoolValue& rhs, float tolerance = AZ::Constants::Tolerance) const = 0;
virtual bool IsClose(const AnimatedAssetIdValue& rhs, float tolerance = AZ::Constants::Tolerance) const = 0;
protected:
AnimatedValue() {} // protected constructor as the interface should never be constructed directly - it's an abstract class
};
class AnimatedFloatValue
: public AnimatedValue
{
public:
AZ_TYPE_INFO(AnimatedFloatValue, "{2C90BCBB-1DF2-47C8-8193-18EFE1C70E20}");
AnimatedFloatValue(float value = .0f) { m_value = value; }
~AnimatedFloatValue() {}
const AZ::Uuid& GetTypeId() const override
{
return AZ::AzTypeInfo<float>::Uuid();
}
AZ::Vector3 GetVector3Value() const override
{
return AZ::Vector3(m_value);
}
AZ::Quaternion GetQuaternionValue() const override
{
return AZ::Quaternion(m_value);
}
float GetFloatValue() const override
{
return m_value;
}
bool GetBoolValue() const override
{
return (!AZ::IsClose(m_value, .0f, FLT_EPSILON));
}
AZ::s32 GetS32Value() const override
{
return static_cast<AZ::s32>(m_value);
}
AZ::u32 GetU32Value() const override
{
return static_cast<AZ::u32>(m_value);
}
const AZ::Data::AssetId& GetAssetIdValue() const override
{
AZ_Assert(0, "Not expected to be used.");
static AZ::Data::AssetId assetId;
return assetId;
}
bool SetValue(const AZ::Vector3& vector3Value) override
{
m_value = vector3Value.GetX();
return false;
}
bool SetValue(const AZ::Quaternion& quaternionValue) override
{
m_value = quaternionValue.GetLength();
return false;
}
bool SetValue(float floatValue) override
{
m_value = floatValue;
return true;
}
bool SetValue(bool boolValue) override
{
m_value = boolValue ? 1.0f : .0f;
return false;
}
bool SetValue(AZ::s32 s32Value) override
{
m_value = static_cast<float>(s32Value);
return false;
}
bool SetValue(AZ::u32 u32Value) override
{
m_value = static_cast<float>(u32Value);
return false;
}
bool SetValue(const AZ::Data::AssetId& assetIdValue) override
{
AZ_UNUSED(assetIdValue);
return true;
}
bool IsClose(const AnimatedFloatValue& rhs, float tolerance = AZ::Constants::FloatEpsilon) const override
{
return AZ::IsClose(m_value, rhs.GetFloatValue(), tolerance);
}
bool IsClose(const AnimatedVector3Value& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
return AZ::IsClose(m_value, rhs.GetFloatValue(), tolerance);
}
bool IsClose(const AnimatedQuaternionValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
return AZ::IsClose(m_value, rhs.GetFloatValue(), tolerance);
}
bool IsClose(const AnimatedBoolValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
return rhs.GetBoolValue() == (!AZ::IsClose(m_value, .0f, tolerance));
}
bool IsClose(const AnimatedAssetIdValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
AZ_Assert(0, "Shouldnt be used.");
AZ_UNUSED(rhs);
AZ_UNUSED(tolerance);
return false;
}
private:
float m_value;
};
class AnimatedVector3Value
: public AnimatedValue
{
public:
AZ_TYPE_INFO(AnimatedVector3Value, "{B8CDD566-9D55-47B2-BF91-162E428B237E}");
AnimatedVector3Value(const AZ::Vector3& value) { m_value = value; }
~AnimatedVector3Value() {}
const AZ::Uuid& GetTypeId() const override
{
return AZ::Vector3::TYPEINFO_Uuid();
}
AZ::Vector3 GetVector3Value() const override
{
return m_value;
}
AZ::Quaternion GetQuaternionValue() const override
{
// treat m_value as Euler Angles in degrees
return AZ::ConvertEulerDegreesToQuaternion(m_value);
}
float GetFloatValue() const override
{
return m_value.GetX(); // return the first component
}
bool GetBoolValue() const override
{
return !m_value.IsClose(AZ::Vector3::CreateZero());
}
AZ::s32 GetS32Value() const override
{
return static_cast<AZ::s32>(m_value.GetX());
}
AZ::u32 GetU32Value() const override
{
return static_cast<AZ::u32>(m_value.GetX());
}
const AZ::Data::AssetId& GetAssetIdValue() const override
{
AZ_Assert(0, "Not expected to be used.");
static AZ::Data::AssetId assetId;
return assetId;
}
bool SetValue(const AZ::Vector3& vector3Value) override
{
m_value = vector3Value;
return true;
}
bool SetValue(const AZ::Quaternion& quaternionValue) override
{
m_value = AZ::ConvertQuaternionToEulerDegrees(quaternionValue);
return true;
}
bool SetValue(float floatValue) override
{
m_value.Set(floatValue); // sets vector components to floatValue
return false;
}
bool SetValue(bool boolValue) override
{
m_value = boolValue ? AZ::Vector3::CreateOne() : AZ::Vector3::CreateZero();
return false;
}
bool SetValue(AZ::s32 s32Value) override
{
m_value.Set(static_cast<float>(s32Value));
return false;
}
bool SetValue(AZ::u32 u32Value) override
{
m_value.Set(static_cast<float>(u32Value));
return false;
}
bool SetValue(const AZ::Data::AssetId& assetIdValue) override
{
AZ_UNUSED(assetIdValue);
return true;
}
bool IsClose(const AnimatedFloatValue& rhs, float tolerance = AZ::Constants::FloatEpsilon) const override
{
return m_value.IsClose(rhs.GetVector3Value(), tolerance);
}
bool IsClose(const AnimatedVector3Value& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
return m_value.IsClose(rhs.GetVector3Value(), tolerance);
}
bool IsClose(const AnimatedQuaternionValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
return m_value.IsClose(rhs.GetVector3Value(), tolerance);
}
bool IsClose(const AnimatedBoolValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
return rhs.GetBoolValue() == (!m_value.IsClose(AZ::Vector3::CreateZero(), tolerance));
}
bool IsClose(const AnimatedAssetIdValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
AZ_Assert(0, "Shouldn't be used.");
AZ_UNUSED(rhs);
AZ_UNUSED(tolerance);
return false;
}
private:
AZ::Vector3 m_value;
};
class AnimatedQuaternionValue
: public AnimatedValue
{
public:
AZ_TYPE_INFO(AnimatedQuaternionValue, "{572E640B-9375-4E16-8F3A-5DCA1734B820}");
AnimatedQuaternionValue(const AZ::Quaternion value) { m_value = value; }
~AnimatedQuaternionValue() {}
const AZ::Uuid& GetTypeId() const override
{
return AZ::Quaternion::TYPEINFO_Uuid();
}
AZ::Vector3 GetVector3Value() const override
{
// convert Quaternion to Euler angles
return AZ::ConvertQuaternionToEulerDegrees(m_value);
}
AZ::Quaternion GetQuaternionValue() const override
{
return m_value;
}
float GetFloatValue() const override
{
// return the length of the quat
return m_value.GetLength();
}
bool GetBoolValue() const override
{
return !m_value.IsZero();
}
AZ::s32 GetS32Value() const override
{
return static_cast<AZ::s32>(m_value.GetLength());
}
AZ::u32 GetU32Value() const override
{
return static_cast<AZ::u32>(m_value.GetLength());
}
const AZ::Data::AssetId& GetAssetIdValue() const override
{
AZ_Assert(0, "Not expected to be used.");
static AZ::Data::AssetId assetId;
return assetId;
}
bool SetValue(const AZ::Vector3& vector3Value) override
{
// convert from Euler angles
m_value = AZ::ConvertEulerRadiansToQuaternion(vector3Value);
return false;
}
bool SetValue(const AZ::Quaternion& quaternionValue) override
{
m_value = quaternionValue;
return true;
}
bool SetValue(float floatValue) override
{
m_value.Set(floatValue); // sets quat with all components set to floatValue
return false;
}
bool SetValue(bool boolValue) override
{
m_value = boolValue ? AZ::Quaternion::CreateIdentity() : AZ::Quaternion::CreateZero();
return false;
}
bool SetValue(AZ::s32 s32Value) override
{
m_value.Set(static_cast<float>(s32Value));
return false;
}
bool SetValue(AZ::u32 u32Value) override
{
m_value.Set(static_cast<float>(u32Value));
return false;
}
bool SetValue(const AZ::Data::AssetId& assetIdValue) override
{
AZ_UNUSED(assetIdValue);
return true;
}
bool IsClose(const AnimatedFloatValue& rhs, float tolerance = AZ::Constants::FloatEpsilon) const override
{
return m_value.IsClose(rhs.GetQuaternionValue(), tolerance);
}
bool IsClose(const AnimatedVector3Value& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
return m_value.IsClose(rhs.GetQuaternionValue(), tolerance);
}
bool IsClose(const AnimatedQuaternionValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
return m_value.IsClose(rhs.m_value, tolerance);
}
bool IsClose(const AnimatedBoolValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
return rhs.GetBoolValue() == (!m_value.IsZero(tolerance));
}
bool IsClose(const AnimatedAssetIdValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
AZ_Assert(0, "Shouldn't be used.");
AZ_UNUSED(rhs);
AZ_UNUSED(tolerance);
return false;
}
private:
AZ::Quaternion m_value;
};
class AnimatedBoolValue
: public AnimatedValue
{
public:
AZ_TYPE_INFO(AnimatedBoolValue, "{5FF422AD-20E7-4109-A2EA-4AACE8213860}");
AnimatedBoolValue(bool value) { m_value = value; }
~AnimatedBoolValue() {}
const AZ::Uuid& GetTypeId() const override
{
return AZ::AzTypeInfo<bool>::Uuid();
}
AZ::Vector3 GetVector3Value() const override
{
return m_value ? AZ::Vector3::CreateOne() : AZ::Vector3::CreateZero();;
}
AZ::Quaternion GetQuaternionValue() const override
{
return m_value ? AZ::Quaternion::CreateIdentity() : AZ::Quaternion::CreateZero();;
}
float GetFloatValue() const override
{
return m_value ? 1.0f : .0f;
}
bool GetBoolValue() const override
{
return m_value;
}
AZ::s32 GetS32Value() const override
{
return m_value ? 1 : 0;
}
AZ::u32 GetU32Value() const override
{
return m_value ? 1 : 0;
}
const AZ::Data::AssetId& GetAssetIdValue() const override
{
AZ_Assert(0, "Not expected to be used.");
static AZ::Data::AssetId assetId;
return assetId;
}
bool SetValue(const AZ::Vector3& vector3Value) override
{
m_value = !vector3Value.IsClose(AZ::Vector3::CreateZero());
return false;
}
bool SetValue(const AZ::Quaternion& quaternionValue) override
{
m_value = !quaternionValue.IsZero();
return false;
}
bool SetValue(float floatValue) override
{
m_value = !AZ::IsClose(floatValue, .0f, FLT_EPSILON);
return false;
}
bool SetValue(bool boolValue) override
{
m_value = boolValue;
return true;
}
bool SetValue(AZ::s32 s32Value) override
{
m_value = s32Value != 0;
return false;
}
bool SetValue(AZ::u32 u32Value) override
{
m_value = u32Value != 0;
return false;
}
bool SetValue(const AZ::Data::AssetId& assetIdValue) override
{
AZ_UNUSED(assetIdValue);
return true;
}
bool IsClose(const AnimatedFloatValue& rhs, float tolerance = AZ::Constants::FloatEpsilon) const override
{
return m_value == (!AZ::IsClose(rhs.GetFloatValue(), .0f, tolerance));
}
bool IsClose(const AnimatedVector3Value& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
return m_value == (!rhs.GetVector3Value().IsClose(AZ::Vector3::CreateZero(), tolerance));
}
bool IsClose(const AnimatedQuaternionValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
return m_value == (!rhs.GetQuaternionValue().IsZero(tolerance));
}
bool IsClose(const AnimatedBoolValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
(void)tolerance; // avoid compiler warning for unused variable
return m_value == rhs.m_value;
}
bool IsClose(const AnimatedAssetIdValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
AZ_Assert(0, "Shouldn't be used.");
AZ_UNUSED(rhs);
AZ_UNUSED(tolerance);
return false;
}
private:
bool m_value;
};
class AnimatedAssetIdValue
: public AnimatedValue
{
public:
AZ_TYPE_INFO(AnimatedAssetIdValue, "{BA8AFA84-44C7-4358-AB35-775AF2B8A109}");
AnimatedAssetIdValue() { m_value.SetInvalid(); }
AnimatedAssetIdValue(const AZ::Data::AssetId& value) { m_value = value; }
const AZ::Uuid& GetTypeId() const override
{
return AZ::AzTypeInfo<AZ::Data::AssetId>::Uuid();
}
AZ::Vector3 GetVector3Value() const override
{
return AZ::Vector3::CreateZero();;
}
AZ::Quaternion GetQuaternionValue() const override
{
return AZ::Quaternion::CreateZero();;
}
float GetFloatValue() const override
{
return 0.0f;
}
bool GetBoolValue() const override
{
return false;
}
AZ::s32 GetS32Value() const override
{
return 0;
}
AZ::u32 GetU32Value() const override
{
return 0;
}
const AZ::Data::AssetId& GetAssetIdValue() const override
{
return m_value;
}
bool SetValue(const AZ::Vector3& vector3Value) override
{
AZ_UNUSED(vector3Value);
return false;
}
bool SetValue(const AZ::Quaternion& quaternionValue) override
{
AZ_UNUSED(quaternionValue);
return false;
}
bool SetValue(float floatValue) override
{
AZ_UNUSED(floatValue);
return false;
}
bool SetValue(bool boolValue) override
{
AZ_UNUSED(boolValue);
return true;
}
bool SetValue(AZ::s32 s32Value) override
{
AZ_UNUSED(s32Value);
return false;
}
bool SetValue(AZ::u32 u32Value) override
{
AZ_UNUSED(u32Value);
return false;
}
bool SetValue(const AZ::Data::AssetId& assetIdValue) override
{
m_value = assetIdValue;
return true;
}
bool IsClose([[maybe_unused]] const AnimatedFloatValue& rhs, float tolerance = AZ::Constants::FloatEpsilon) const override
{
AZ_UNUSED(tolerance);
return false;
}
bool IsClose([[maybe_unused]] const AnimatedVector3Value& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
AZ_UNUSED(tolerance);
return false;
}
bool IsClose([[maybe_unused]] const AnimatedQuaternionValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
AZ_UNUSED(tolerance);
return false;
}
bool IsClose([[maybe_unused]] const AnimatedBoolValue& rhs, float tolerance = AZ::Constants::Tolerance) const override
{
AZ_UNUSED(tolerance);
return false;
}
bool IsClose(const AnimatedAssetIdValue& rhs, [[maybe_unused]] float tolerance = AZ::Constants::Tolerance) const override
{
return m_value == rhs.m_value;
}
private:
AZ::Data::AssetId m_value;
};
//////////////////////////////////////////////////////////////////////////
// EBusTraits overrides - application is a singleton
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single; // Only one component on a entity can implement the events
//////////////////////////////////////////////////////////////////////////
/**
* Set a value for an animated property at the given address on the given entity.
* @param animatedEntityId the entity Id of the entity containing the animatedAddress
* @param animatedAddress identifies the component and property to be set
* @param value the value to set - this must be instance of one of the concrete subclasses of AnimatedValue, corresponding to the type of the property referenced by the animatedAdresss
* @return true if the value was changed.
*/
virtual bool SetAnimatedPropertyValue(const AZ::EntityId& animatedEntityId, const AnimatablePropertyAddress& animatableAddress, const AnimatedValue& value) = 0;
/**
* Get the current value for a property
* @param returnValue holds the value to get - this must be instance of one of the concrete subclasses of AnimatedValue, corresponding to the type of the property referenced by the animatedAdresss
* @param animatedEntityId the entity Id of the entity containing the animatedAddress
* @param animatedAddress identifies the component and property to be set
*/
virtual void GetAnimatedPropertyValue(AnimatedValue& returnValue, const AZ::EntityId& animatedEntityId, const AnimatablePropertyAddress& animatableAddress) = 0;
/** Returns the Uuid of the type for the property at the animatableAddress on the given entityId
*/
virtual AZ::Uuid GetAnimatedAddressTypeId(const AZ::EntityId& enityId, const Maestro::SequenceComponentRequests::AnimatablePropertyAddress& animatableAddress) = 0;
/**
* Track View will expect some components to supply a GetAssetDuration event so Track View can query the duration of an asset (like a motion)
* without having any knowledge of that that asset is.
*/
virtual void GetAssetDuration(AnimatedValue& returnValue, const AZ::EntityId& animatedEntityId, AZ::ComponentId componentId, const AZ::Data::AssetId& assetId) = 0;
//////////////////////////////////////////////////////////////////////////
// Behaviors
/**
* Play sequence from the start to end times set the sequence
*/
virtual void Play() {}
/**
* Play sequence between the start to end times, outside of which the sequence behaves according to its 'Out of Range' time setting
* @param startTime Sequence start time in seconds
* @param endTime Sequence end time in seconds
*/
virtual void PlayBetweenTimes(float startTime, float endTime) {(void)startTime; (void)endTime;}
/**
* Stop the sequence. Stopping the sequence jumps the play time to the end of the sequence.
*/
virtual void Stop() {}
/**
* Pause the sequence. Sequence must be playing for pause to have an effect. Pausing leaves the play time at its current position.
*/
virtual void Pause() {}
/**
* Resume the sequence. Resume essentially 'unpauses' a sequence. It must have been playing before the pause for playback to start again.
*/
virtual void Resume() {}
/**
* Set the play speed
* @param newSpeed speed multiplier (1.0 is normal speed, less is slower, more is faster).
*/
virtual void SetPlaySpeed(float newSpeed) {(void)newSpeed;}
/**
* Move the Playhead to the given time
* @param time time to move the play head to, in seconds, clamped to be between the start and end times of the sequence
*/
virtual void JumpToTime(float newTime) {(void)newTime;}
/**
* Move the Playhead to the end of the sequence
*/
virtual void JumpToEnd() {}
/**
* Move the Playhead to the beginning of the sequence
*/
virtual void JumpToBeginning() {}
/**
* Returns the current play time in seconds
*/
virtual float GetCurrentPlayTime() { return .0f; }
/**
* Returns the current play back speed as a multiplier (1.0 is normal speed, less is slower, more is faster).
*/
virtual float GetPlaySpeed() { return 1.0f; }
//////////////////////////////////////////////////////////////////////////
};
using SequenceComponentRequestBus = AZ::EBus<SequenceComponentRequests>;
/**
* Notifications from the Sequence Component
*/
class SequenceComponentNotification
: public AZ::ComponentBus
{
public:
////////////////////////////////////////////////////////////////////////
// EBusTraits
// multiple handlers (addressed by AZ::EntityId inherited from AZ::ComponentBus)
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple;
////////////////////////////////////////////////////////////////////////
virtual ~SequenceComponentNotification() {}
/**
* Called when Sequence starts
* @param startTime Time when sequence starts, in seconds
*/
virtual void OnStart(float startTime) { (void)startTime; }
/**
* Called when Sequence stops
* @param stopTime Time when the sequence stops, in seconds
*/
virtual void OnStop(float stopTime) { (void)stopTime; }
/**
* Called when Sequence pauses
*/
virtual void OnPause() {}
/**
* Called when Sequence resumes
*/
virtual void OnResume() {}
/**
* Called when Sequence is aborted
* @param abortTime Time when the sequence aborts, in seconds
*/
virtual void OnAbort(float abortTime) { (void)abortTime; }
/**
* Called when Sequence is updated. That is, when the current play time changes, or the playback speed changes.
* @param updateTime Time when the sequence updates, in seconds
*/
virtual void OnUpdate(float updateTime) { (void)updateTime; }
/**
* Called when a Sequence Event is triggered.
* @param paramValue The Event Key's Value parameter as a string
*/
virtual void OnTrackEventTriggered(const char* eventName, const char* eventValue) { (void)eventName; (void)eventValue; }
/**
* Called when a Sequence changes camera during playback in Track View.
* @param cameraEntityId entityId of the new camera.
*/
virtual void OnCameraChanged([[maybe_unused]] const AZ::EntityId& oldCameraEntityId, [[maybe_unused]] const AZ::EntityId& newCameraEntityId) {}
};
using SequenceComponentNotificationBus = AZ::EBus<SequenceComponentNotification>;
} // namespace Maestro
namespace AZStd
{
template <>
struct hash < Maestro::SequenceComponentRequests::AnimatablePropertyAddress >
{
inline size_t operator()(const Maestro::SequenceComponentRequests::AnimatablePropertyAddress& animatablePropertyAddress) const
{
AZStd::hash<AZ::ComponentId> componentIdHasher;
size_t retVal = componentIdHasher(animatablePropertyAddress.GetComponentId());
AZStd::hash_combine(retVal, animatablePropertyAddress.GetVirtualPropertyName());
return retVal;
}
};
} // namespace AZStd