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42 lines
1.6 KiB
C++
42 lines
1.6 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/Component/ComponentBus.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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//! Elements that require update notifications should connect to this bus using the entity id of their
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//! containing canvas.
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class UiCanvasUpdateNotification
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: public AZ::ComponentBus
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{
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public: // member functions
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virtual ~UiCanvasUpdateNotification() {}
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//! Update the component. This is called when the game is running.
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//! It is different from the TickBus in that it is called only when the canvas is updated.
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//! So it is not called if the canvas is disabled.
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virtual void Update(float deltaTime) = 0;
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//! Update the component while in the editor.
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//! This is called every frame when in the editor and the game is NOT running.
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virtual void UpdateInEditor(float /*deltaTime*/) {}
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public: // static member data
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//! Multiple components on a entity can implement the events
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Multiple;
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};
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typedef AZ::EBus<UiCanvasUpdateNotification> UiCanvasUpdateNotificationBus;
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